Welcome
to the
Ultimate
Guide to
Bible TCG

@BibleTCG
Last Updated:
27 February 2026
By Rocky Santangela
You can also read, copy, edit, and print The Ultimate Guide to Bible TCG using Google Docs.
Table of Contents
Introduction
Introduction to the Ultimate Guide to Bible TCG
Volume I - How To Play
Chapter 1: Download And Setup - Bible TCG Online
Chapter 2: Absolute Basics - Quickstart Tutorial
Chapter 3: Advanced Guide - In-Depth Tutorial
Chapter 4: Key Terms - Speak The Language
Chapter 5: Card Anatomy - Understand At A Glance
Chapter 6: Board And Storyline - Where Everything Goes
Chapter 7: Pre-Game Setup - Prepare Before Playing
Chapter 8: Your Turn - What To Do Step-by-Step
Chapter 9: Faith Step - How To Manage Resources
Chapter 10: Interactions - Move, Challenge, Range, Block
Chapter 11: Mechanics - Keywords And Their Abilities
Chapter 12: Deckbuilding - Bring A Winning Strategy
Chapter 13: Formats - The Different Ways To Play
Chapter 14: Starter Decks - From Amateur To Pro
Chapter 15: Toptier Decks - Copy And Improve
Chapter 16: AlephTau Cards - Learn The Entire Set
Volume II - Trading Cards
Chapters and outline to be determined
Volume III - Community
Chapters and outline to be determined
Volume IV - Bible Lore
Chapters and outline to be determined
Introduction To The Ultimate Guide to Bible TCG
If you’ve been wanting to play a Christian trading card game that’s both biblically accurate and genuinely fun, your prayers have just been answered.
My name is Rocky, and I’m the creator of Bible TCG. I’ll be the one walking you through everything you need to know about this game.
Truthfully, I don’t deserve to lead such an incredible project like this, but by the Grace of God, I get to wake up every morning and do what I love most. I'm forever grateful to each one of you who believes in this as much as I do.
All glory and praise to our Lord Jesus Christ, who paid the full price for our sins at the cross by His own blood.
This guide will be available as a YouTube playlist, a step-by-step online program, and a hard-copy book you can order for free. However you’re accessing it, the goal is the same: to give you a clear, simple path into Bible TCG.
Overview
In this introduction, we’re not going into every detail just yet; there’s simply too much to cover all at once. Instead, I’m going to walk you through each section of the Ultimate Bible TCG Guide so you always know where you are, what’s coming next, and how it all fits together.
In How To Play, we’ll focus on actually playing the game, learning the core rules, and getting confident enough to sit down and play with anyone.
In Trading Cards, we’ll learn how Bible TCG exists in the real world, understanding the Tabletop and Online platforms, and the different ways to access and enjoy the cards.
In Community, we’ll look at the ecosystem and long-term growth, benefiting from rewards and promotions, and staying plugged into how the project develops over time.
Lastly, in Bible Lore, we’ll explore the Bible TCG Universe, see where cards fit in the timeline, and discover the bigger story the Bible is really telling.
Conclusion
You can follow the guide in order or jump straight to the parts you care about most. If you’re brand new to Bible TCG, I recommend starting from the beginning so you don’t miss the fundamentals.
Let's get the world to play the Bible!
Chapter 1: Download And Setup - Bible TCG Online
Introduction
If you want to play Bible TCG right now, then let's get you set up online!
In this chapter of the How To Play section, we’ll go step by step from first downloading the game to starting and winning your first match.
Download
First, you must visit BibleTCG.com/signup and find the Download section. Now, depending on whether you're a Windows or a Mac user, click on the appropriate button to download for your specific machine.
Windows Install
If you're on Windows, you'll start downloading Bible TCG Setup in your browser. Once it's downloaded, go to your download history and click it. You might get a pop-up from Microsoft Defender SmartScreen. In that case, click More Info, then Run Anyways to continue. You'll then be asked to create a desktop icon and install Bible TCG on your computer.
Mac Install
If you're on a Mac, you'll start downloading the Bible TCG Launcher to your downloads folder. Once it's downloaded, drag the app into your Applications folder and double-click it. You might get a pop-up asking you if you're sure you want to open it. In that case, click on Open to continue.
Logging In
To log in to Bible TCG Online, click on Get Code. This will open BibleTCG.com/Login in the last browser you used. You'll need to be logged in to your Website Account. Then copy and paste (or manually type) the 6-digit code back into the application and click Confirm.
Username
If it's your first time logging in from your Website Account, you'll be asked to choose a Username. This is the handle that others will see online. It must be between 3 and 20 characters long. You must have at least 3 letters, and numbers can only be added at the end.
Lobby
Once you're in the Lobby, you'll have an overview of everything you can do in Bible TCG Online. At the top-left, you'll see your Icon, your Username, and how much Gold and Silver you have. The rest of the items at the top are to toggle between your different panels. You start a game in Play, you build a deck in Cards, you buy and open packs in Packs, and you see the leaderboard in Rank. At the far right, there's a gear icon to open the Client Settings.
Play Panel
You get ready to play a game by clicking the Play button at the top. Logging in brings you there immediately. On the left side, you have Tutorial, Practice to play against the AI, and Compete With Others to enter ranked play. Play With Friends lets you generate a random code, send it to your friend, and play a game together. On the right, under Choose Your Deck, is a list of all your valid decks. Make sure your desired deck is selected before playing a game.
Client Settings
You access the client settings by clicking the gear icon in the top-right corner. You can change the Audio and Graphic settings to your liking. You can also toggle between windowed and full-screen views. After clicking the Save button, the client will remember your preferences going forward.
Cards Panel
You can see your entire collection and build decks by clicking the Cards button at the top. On the left, you'll have your search bar, filters, and sorting options. In the middle, you'll see all of the available cards. On the right, you'll have your decks and where to build a new one. You can scroll up and down easily by clicking and dragging the list vertically.
Starter Decks
If you haven't chosen a starter deck yet, you'll be presented with three starter decks. You must pick one of these three to begin your journey with. Each deck is balanced in power, one to another, and they are great at getting you to start learning the game. The AI Player also has access to these starter decks and will use them when you practice against it.
Buying and Selling
You buy and sell cards with Silver Coins. At the top-right corner of any card, you'll see how many copies you own. When a card is greyed out, it means you currently don't own any copies. When you click a card, you can either buy or sell it. You don't need more than three copies of any single card, so you can safely sell anything over.
Deckbuilding
To the right, you'll see your current decks. When you click one, the decklist opens. You can click on cards in that list to remove them, or click on cards in your collection to add them. You need 50 cards to make any deck valid to play. Remember, you can only have up to three of the same-named cards in a deck. When you're done, click save. If you want to build a new deck, click the + icon, add 50 cards, and save.
Packs Panel
You buy packs and open them by clicking the Packs button at the top. Packs are bought with Gold Coins. You can open a pack by first clicking and buying it. Then click Open Packs, then drag the pack from below to the middle of the screen. Once the pack opens, you can click on each card to reveal it. There are seven Common cards at the top, four Uncommon cards at the bottom left, and then two Rare or higher cards at the bottom right. It will also show you if it's your first copy of that card. Click once more to store the cards.
Rank
You can see the leaderboard and where you qualify by clicking the Rank button at the top. The order is from highest to lowest rank. Players' usernames, ELO, and Winrate are displayed per row. Only ranked games from competing with other players count towards your global stats.
User Info
You can customize your profile and view your stats by clicking the icon next to your username in the top-left corner. Click on the Cardback to change the look of your cards, the image to change your players' associated icon, and friends to connect with them directly.
Conclusion
And that's how you set yourself up in Bible TCG Online. Now that you're ready to play, it's important for you to know how to play (or better yet, how to win).
In the Absolute Basics chapter, we'll overview everything you need to know, so you can start playing the Bible immediately.
Chapter 2: Absolute Basics - Quickstart Tutorial
Introduction
If you want to know how to play a game of Bible TCG quickly, then look no further. In this chapter of the How To Play section, we won't cover all the components just yet.
We'll first get a general sense of the gameplay style. Once we've covered the overview, everything after will be easier to grasp.
Win Condition
The first Player to reach 20 Bible Points wins. You Gain Points by playing Bible Verses, which are the 50 cards in your Deck.
There are two kinds of Verses: One is an Event, which does something and then goes away, and the other is a Being, which is placed on the Storyline and can Interact with others.
The most straightforward way to Gain Points is by having one of your Beings Challenge your Opponent directly. But more on that in a moment.
Card Anatomy
First, let's take a closer look at the anatomy of a Verse. At the top, you've got its Name, its Cost to play it, and how common or special it is. Then you have its Artwork, what it does, its Scripture, its Age, its Type, and additional information below.
Beings have two extra Stats in the bottom corners: Strength to the left, which is how much Damage they Deal, and Hope to the right, which is how much Damage they can take.
Gameplay
Okay, now that we understand Verses, let’s see what a Game looks like. After deciding who goes first, both Players Draw seven Verses as their starting Hand. Each Player then Draws at the start of their Turn.
Faith Step
Each time you start, you'll Choose a Verse from your Hand to place in your Faith Area. These will be your resources to Play Verses. Each Turn, all your Faith is restored, so as the Game progresses, you'll be able to make increasingly powerful plays.
But not all Faith is the same, because there are nine different Ages. To Play a Verse from one particular Age, you'll need to have at least one Verse from that Age in your Faith Area.
Play Step
Now comes the time to Play Events, Create Beings, and make strategic decisions on the Storyline.
When you Play an Event, do what the Verse says, and then Exile it.
When you Create Beings, you place them on your Storyline. It's a row of five Slots where they'll Move and Challenge. If you just Created them, you’ll have to wait a Turn before having them Interact.
Interactions
Your Beings can Challenge once per Turn. When two Beings trade, they both Deal Damage equal to their Strength to each other's Hope. If any Being’s Hope goes to zero or less, that Being is Exiled and leaves the Storyline.
Your Being's Range is how far they can Challenge. All Beings can reach the five Slots directly in front of them. So Beings at the center can Reach all five enemy Slots, while Beings on the far sides can only Reach three of them.
Your Beings can also Move once per Turn. To Move a Being, you slide it horizontally to an open Slot on your Storyline. But you can't Move them through your other Beings.
Your Beings can always Reach your Opponent, unless an Enemy is Being lined up in front of them. In that case, you'd need to Move to an Open Slot where nothing is Blocking them.
Keywords
Sometimes, a Verse will have a special Keyword that describes an Ability. Like Prophecy, which does something when a Being is Created. Protect, which forces all Challenges to be dealt at them first. And Discern, which lets you Choose between two outcomes.
But don’t worry about memorizing them now, because each card comes with Reminder Text, and they're all covered in my In-Depth Tutorial.
Conclusion
That's it for the condensed overview on how to play Bible TCG. Now that you know the basics, the next step is to dive deep into the advanced tutorial.
In the Advanced Guide chapter, we’ll cover all the components of play so you can go from being a beginner to becoming an advanced player.
Chapter 3: Advanced Guide - In-Depth Tutorial
Introduction
If you want an in-depth tutorial, this is it. In this chapter of the How To Play section, we won’t zoom in on every detail just yet.
The goal here is to see how all the pieces connect, so that when you go deeper into each part later, everything already feels familiar and you know where it belongs.
Main Win Condition
The objective is simple: Be the first to reach 20 Points. You gain Points by playing strategically and making decisions as the story unfolds. But watch out, because if you ever need to Draw and your Deck is empty, you'll instantly lose the Game.
Deck
Your Deck consists of 66 Verses, which are your individual cards. Your Main Deck is 50 Verses. It's what you shuffle, Draw from, and play with during the Game. Your Side Deck is 16 Verses. It stays off to the side and only matters between Games in a Match, letting you adjust your Deck after you see what your Opponent is playing.
Card Anatomy
Cards follow the same basic layout. At the top, you have its name, its Cost to Play it, and how common or special it is. At the center, you have its Artwork, then a Text Box with its Ability, and its Scripture. At the bottom, you’ll see the Age it's from, its Type, and more information below.
Extra Being Stats
Beings have two extra stats in both bottom corners: Strength on the left, which is how much Damage they deal when they Challenge, and Hope on the right, which is how much Damage they can take before they’re Exiled.
Storyline & Board
Here's how you set up your side of the table. Your Main Deck sits face down and to the side. In the middle is your Storyline: a Row of five Slots where you can Create Beings. To the side is your Faith Area, where you'll gain resources to Play Verses. To the other side is your Exile Pile, where Events go after they resolve, and Beings go when they lose all their Hope. Even further is your Out-Of-Game Zone, where Verses go when they’re entirely Removed from the Game. Your Side Deck and Tokens are also placed here. Lastly, you’ll want a clear place where everybody can see each other’s Points.
Game Setup
When facing off, you’re usually playing a best-of-three Games. At the start, both Players check that their Main Deck has exactly 50 Verses, then shuffle thoroughly and have their Opponent cut their Deck. After high-rolling a die, the winner will decide who goes first.
Draw And Mulligan
Both Players Draw seven Verses as their starting Hand. If your starting Hand is unplayable or very risky, you can Mulligan: shuffle your Hand back into your Deck and Draw a new Hand with one fewer Verse. You can Mulligan multiple times, each time drawing one less Verse, until you find a Hand you’re willing to keep.
Turn Phases
A Turn is composed of five moments: Start Of Turn, Draw Step, Faith Step, Play Step, and End Of Turn.
Start Of Turn
When you Start your Turn, you Reset your Beings and Faith to use them again.
Then you get to Draw a Verse. (There's only one exception: the starting Player won't draw on their first Turn.)
Steps And End Of Turn
Now it's your Faith Step. Each Turn, you can place a Verse from your Hand into your Faith Area.
You need Faith to pay the Cost of Verses to Play them. When you use Faith to pay the Cost of a Verse, you rotate it to show that it's been used that Turn.
As the Game progresses, you'll gain more Faith each Turn, letting you play increasingly more powerful Verses.
Not all Faith is the same. Verses come from nine different Ages. To Play a Verse from one particular Age, you must have at least one Verse from that Age in your Faith Area.
Play Step
After that it's your Play Step. You can pay the Cost of Verses to Play them, position your Beings and use them to Challenge the enemy.
Beings
Your Beings can Move once and Challenge once per Turn. If you Just Created them, you'll have to wait the following Turn before they can interact.
Moving
To Move a Being, you slide it horizontally to an open slot on your Storyline. You can’t move through your own Beings, or place them on top of each other.
Challenging
Using your Beings to Challenge deals Damage equal to its Strength to their Target, and vice versa. If Damage dealt reduces any Being’s Hope to zero or less, that Being is Exiled and leaves the Storyline.
Damage
Damage is accumulated over time and doesn't reset after each Turn. You use Dice to keep track of new Stats.
Tracking Interactions
To keep track of what each Being has done in a Turn, you rotate a Being to the left when it Moves, you rotate it to the right when it Challenges, and you rotate it upside down if it did both. At your next Start Of Turn, you'll Reset all your Beings upright again.
Range
Positioning matters because of Range. It determines which Targets a Being is allowed to Challenge. Every Being can Challenge others that are in the five Slots directly in front of them. So Beings at the center can reach all five Enemy Slots, while Beings on the far sides can only reach three of them.
Blocking
Your Beings are always in the range of the Opponent, unless there's an Enemy Being lined up vertically in front of them. To challenge your Opponent, you would need to Move to an open Slot where there’s no Blockers directly in front.
Events
When you Play an Event, its Ability triggers, and it then goes into Exile. Events can do a variety of things: Draw more Verses, deal Damage, Remove threats, Buff your Beings, protect your strategy, and change the Storyline in all kinds of ways.
End Of Turn
Once you're done you Play Step, you reach your End Of Turn and pass to your Opponent. But if you have more than seven Verses in Hand, you'll have to choose which ones to Exile until you're holding at most seven in Hand.
Mechanics
Many Verses have special Abilities, that bundle complex rules into a Keyword. Don’t worry about memorizing each one now, because they all come with Text to remind you of what it does.
Some affect your Hand, like Forsake, which Exile a Verse from your Hand, and Redeem, which Returns a Faith Verse back to your Hand.
Other Mechanics affect survivability and trades, like Eternal, which prevents any Damage, and Protect, which forces a Being to be Challenged before others.
Some affect tempo and aggression, like Zeal, which lets a Being Challenge immediately when Created, and Abundance, which enables them to Challenge twice per Turn.
While others are Triggers, like Prophecy, which does something when a Being is Created, and Resurrect, which does something when they get Exiled.
Deckbuilding
A good Deck doesn’t shuffle random Verses together. It has one or two central Ages, so its Faith lines up with the Verses it wants to Play. It also has a mix of low-cost, mid-cost, and a few high-cost Verses, so it can do something at all stages of a Game. You can only have up to three copies of the same Verse in your entire Deck.
Strategies
There are four main strategy archetypes. Aggro Decks try to win fast with cheap, aggressive Beings and early pressure. Midrange Decks try to win with presence and value in the middle of the Game. Control Decks try to win late with a few powerful finishers. And Combo Decks try to assemble specific Verses to win on a single explosive Turn. Your strategy choice determines which Verses you include and how you play them.
Different Formats
The last thing to learn is the different Formats you can play. Everything we just discussed falls into the Classic Format. Then there's Multiplayer, where equal groups of players face off on a single 5-Slot Storyline. There’s Free-For-All, when more than two Players share the table and play in a chaotic and random social setting. There's Showdown, where Players battle from a sealed Booster Pack. And lastly, there’s Draft, where two or more Players open packs, construct their Decks on the spot, and compete in a Tournament.
Conclusion
That's it for the condensed overview on how to play Bible TCG. Now that you know the basics, the next step is to learn the game’s vocabulary.
In the Key Terms chapter, we’ll slow down and walk through each word you’ll read and use to communicate.
Chapter 4: Key Terms - Speak The Language
Introduction
Once you can speak the Game's language, everything else becomes easier to understand.
In this chapter of the How To Play section, we’ll familiarize ourselves with the different Key Terms you'll use over and over again.
Game & Deck Basics
Let's first define who you are at the table and what you’re actually bringing to the game. These terms cover the basics: you as the Player, how Games work, what your Deck is made of, and how starting Mands and Mulligans fit in the flow of a game.
Player
You and your Opponent are the Players. Each Player has their own Deck, Hand, Storyline, Faith Area, Exile Pile, and Points.
Match
A Match is a series of Games played between the same Players, usually best-of-three. You win the Match by winning more Games than your Opponent.
Deck
Your Deck is a set of 66 Verses you chose to bring to a Match, made up of a 50-Verse Main Deck and a 16-Verse Side Deck. You Draw from the Main Deck during the Game, and the Side Deck is only used between Games.
Main Deck
Your Main Deck is the 50-Verse Deck you actually play with during a Game. It’s this Deck you shuffle, Draw from, and use to Play Verses.
Side Deck
Your Side Deck is the 16-Verse Deck you keep off to the side. You don’t Draw from it during a Game. Instead, you use it between Games in a Match to swap Verses in and out of your Main Deck.
Sideboarding
Sideboarding is using your Side Deck between Games in a Match. You swap Verses between your Main Deck and Side Deck one-for-one, so your Main Deck always goes back to exactly 50 Verses.
First Player
The first Player is the one who takes the first Turn of the Game. They skip their first Draw Step to balance the advantage of going first.
Mulligan
A Mulligan lets you throw back your starting Hand and Draw a new one with one fewer Verse. You shuffle your Hand into your Deck, then Draw again. You can Mulligan multiple times, but each time you start with one less Verse.
Hand
Your Hand is the set of Verses you’re holding secretly. You Draw Verses into your Hand and usually Play them from there.
Verse
A Verse is an individual Bible card. Each Verse is a real moment from Scripture that you can Play.
Points
Points are how you win the Game. Whenever you Gain Points, you move closer to your win condition of reaching 20. If you’re the first Player to reach 20 Points, you win.
Zones & Resources
Once you understand who’s playing and what a Deck is, the next step is to see where everything lives. These terms describe your side of the table: your resources, your Storyline, and the different places Verses go as the Game unfolds.
Faith
Faith is your resource for Playing Verses. You place Verses as Faith in your Faith Area, and that Faith is what you Use to Create Beings and Play Events.
Faith Area
When Verses are in your Faith Area, they no longer act as they normally would; they’re now your ongoing resource for Playing new Verses, and they stay there for the rest of the Game.
Storyline
The Storyline is the row of five Slots in front of you that hold your Beings during the Game. It’s the main Board where the story plays out.
Slot
A Slot is one of five spaces on your Storyline. You have five Slots in a row, and each Slot can hold one Being at a time.
Exile
Exile is where Verses go when they leave the Storyline when Beings get Exiled, and when Events get Played. Verses in Exile are outside of the Storyline, but are still a part of the Game and can be referred to by effects.
Exile Pile
Your Exile Pile is where Exiled Verses are placed face up. It holds Beings that have left the Storyline and Events that have finished resolving.
Out-Of-Game
The Out-Of-Game Zone is where Removed Verses go, and where Tokens live before they're referenced. Verses in this zone are completely out of the Game and can’t be used or affected for the rest of the Game.
Playing Types Of Verses
Now that you know the basic structure of the Game and its organization, it’s time to discuss what you’re actually doing with your Verses. These terms explain the main Types of Verses you’ll encounter and what it means to place them in the Storyline.
Play
To Play a Verse means to use it from your Hand, either by Playing it as an Event or by Creating it as a Being onto your Storyline.
Event
Events are Verses you Play for a one-time effect. They resolve, do what they say, and then go to Exile.
Create
To Create is to Play a Being from your Hand onto an open Slot on your Storyline.
Being
Beings are the characters and creatures you Create on the Storyline. They stay in play, take actions, and remain there until they’re Exiled or Removed.
Token
Tokens are Beings that don’t come from your Deck. They start in the Out-Of-Game area and are Created onto the Storyline by specific Abilities. When a Token leaves the Storyline, it goes to the Exile Pile instead of where it came from. If a Being is Exchanged with a Token, that Being is Removed by going to the Out-Of-Game zone.
Stats & Stat Changes
Once Verses are in play, numbers matter. These terms cover how Beings measure power and endurance, and how different effects increase, decrease, or reset those values throughout a game.
Strength
Strength is how much Damage a Being can deal when it Challenges.
Hope
Hope is how much Damage a Being can take before it’s Exiled. When a Being’s Hope is reduced to zero or less, it leaves the Storyline and goes to Exile.
Gain
Gain means a Player or Being receives more of something, such as Points, Faith, Strength, Hope, or an Ability.
Add
Add means you change a value relative to where it is now. You might Add to Strength, Add to Hope, or Add a penalty; it increases or decreases the current number from where it started.
Set
Set means you fix a Stat, like Strength or Hope, to a specific value, no matter what it was before.
Lose
Lose means you subtract from what you have or deduct something you already had, such as Points, Stats, or Abilities.
Restore
Restore replenishes a Being’s Hope. It raises its Hope back up; either by a certain amount or to its original value, depending on the Verse.
Movement & Combat
With Stats in place, the Storyline starts to feel more strategic. These terms describe how your Beings Move, who they can Reach, how they Challenge, and what it looks like when they’re Ready or not to Interact.
Interaction
Interaction refers to what a Being can do on the Storyline: specifically, its ability to Move and Challenge during your Turn.
Move
To Move is to shift a Being from one Slot on your Storyline to another open Slot horizontally, in order to line up better offensively or defensively.
Range
Range is how far a Being can Challenge. It tells you which opposing Slots it can reach and which Targets it’s allowed to Challenge.
Block
Block means you can’t Challenge the Opponent directly if another Being is in front of it. The Blocker must be dealt with first, or Move your Being around it.
Challenge
A Challenge is how a Being deals Damage. You use a Being’s Strength to Challenge a Target, either a Player or another Being, and apply Damage to that Target.
Reset
You Reset your Beings at your Start Of Turn, by straightening them upright again.
Ready
A Ready Being can Move or Challenge when it hasn’t done so yet that Turn.
Created
When recently Created Being can’t Move or Challenge yet. It will be Ready to Interact on your next Turn.
Drawing, Moving & Exchanging
Verses don’t just sit in one place; they’re drawn, tucked away, brought back, taken out, or swapped around. These terms explain how Verses move between your Deck, Hand, Storyline, Exile, and even Out-Of-Game.
Draw
To Draw means you take the top Verse from your Deck and put it into your Hand.
Return
Return means bringing a Verse back to where it was or to the place it specifies. Return a Verse to your Hand, to your Deck, or directly to the Storyline.
Remove
Remove means to take a Verse entirely Out-Of-Game for the rest of the Game.
Exchange
Exchange means switching two Verses together. They swap places, piles, areas, or zones; where one was, the other goes. When you Exchange a Being with a Token, the Token takes that Being’s place on the Storyline, and the Being is Removed Out-Of-Game, because that's where the Token originally was.
Conclusion
Those are the Key Terms you’ll see and hear over and over in Bible TCG. Now that you know what they mean, the next step is to understand what a Verse is communicating at a glance.
In the Card Anatomy chapter, we’ll break down a Verse piece by piece so you can instantly know what it does.
Chapter 5: Card Anatomy - Understand At A Glance
Introduction
Understanding each component of a card is what separates beginners from advanced Players.
In this chapter of the How To Play section, we’re going to learn how to read a Verse, so you’ll be able to pick up any one and understand what happens when you Play it.
Different Sections
Think of the Verse layout in four parts: the Top Bar, the Artwork, the Text Box near the middle, and the Bottom Section. Almost every Verse in the game follows this same basic layout.
Top Bar
At the top of the Verse, you have three main things: the Verse's name at the center, how much Faith it costs to play on the left, and the Set Symbol on the right, with a color showing its Rarity.
Artwork
Under the Top Bar is the Artwork. The art doesn’t change the rules, but it helps you recognize the Verse quickly and ties it to the Bible story it comes from.
Text Box
Below the Artwork is the Text Box. This is where you find the Verse’s Ability and its Scripture. The Ability tells you what the Verse does when you Play it or while it's on the Storyline. Behind the Ability and Scripture, you’ll also see the Age symbol.
Keywords
Some Verses have bold words in their Abilities. These are Keywords that point to specific mechanics used in the game. Each Keyword comes with a Reminder Text that explains what it does.
Bottom Section
Finally, at the bottom of the card, you have some extra information: the Age, the Type, the Set number, its Rarity, the Set name, and where to learn more. This Bottom Section is helpful because Verses have different components from one another.
Beings
Beings have two extra Stats near the bottom: Strength on the left (how much Damage they deal), and Hope on the right (how much Damage they can take before they’re Exiled).
This kind of Verse also shows what Type of Being it is. For example: Priest, Woman, King, Beast, Spirit, etc.
Conclusion
That's it for the cards themselves. Now that it's easier to understand any Verse at a glance, you need to understand where these Verses go when you Play them.
In the Storyline Board chapter, we’ll step back from the fine print and turn our attention to the table.
Chapter 6: Board And Storyline - Where Everything Goes
Introduction
If you want to look like you know what you're doing, you'd better understand what goes where when you play.
In this chapter of the How To Play section, we’re going to learn where everything goes so that playing a game flows more naturally.
Decks
Start with your Deck. Place your Main Deck in front of you on one side of the Board, usually near your dominant hand, so it’s easy to reach. This is the stack of Verses you’ll be Drawing from every turn. Somewhere else, outside of the Game, you'll place your Side Deck and Tokens face down. You won’t touch the Side Deck during a Game, but keep it nearby to use between Games for Sideboarding.
Hand
Your Hand is never visible to your Opponent; you hold it or place it face down on the table. As you Draw Verses, they go straight into your Hand, also hidden from your Opponent. Whenever a Verse or Ability says “from your hand,” it's always talking about Verses you’re physically holding, not the ones that are already on the Board.
Storyline
In front of your Deck and Hand is the center of your Board: your Storyline. The Storyline is a row of five Slots where your Beings go: Slot 1 through Slot 5. Each Slot can hold one Being at a time. During the Game, you’ll Create Beings into these Slots, Move them left and right, and Challenge from these positions.
Faith Area
Just below your Storyline, you have your Faith Area. This is where you place Verses as Faith. Your Faith is usually spread out in a row, slightly offset so you can still see how much Faith you have and which Ages of Faith it produces. Once a Verse becomes Faith, it stays in that Area for the rest of the Game (unless an ability says otherwise). The important thing is that it’s clearly separate from your Storyline: Beings go on the Storyline, and Faith goes in the Faith Area.
Exile Pile
Away from your Storyline and Faith Area, you’ll have your Exile pile. Any time a Being is Exiled, or an Event finishes resolving, those Verses go face up to Exile. These are verses that have been played and are no longer active on the storyline, but still exist in the Game and can be referred to by abilities.
Out-Of-Game
Separate from your Exile Pile, you’ll also have an Out-Of-Game zone. This is where Verses go when they’re completely Removed from the Game. Removed cards aren’t on the Storyline, they’re not in the deck, and they’re not in Exile. Your Side Deck and Token are in this zone by default.
Tokens
When a Token is exiled, it doesn't Return to the Out-Of-Game zone it came from. Instead, it goes to Exile. If an effect Exchanges a Being with a Token, the Token takes that Being’s place on the Storyline, and the original Being is placed Out-Of-Game where the Token was.
Points
Players must have a way to keep track of Points, using dice, counters, or a tracker. Wherever you put it, make sure both Players can easily see the scores at all times.
Opponent
Your Opponent will have the same layout mirrored across from you: their own Main and Side deck, Storyline, Faith Area, Exile pile, and Out-Of-Game Zone.
Conclusion
That's what all the sections are on a Board. Now that you know where everything goes, the next step is to learn how to actually set up a Game before it starts.
In the Pre-Game Setup chapter, we’ll walk through everything that has to happen before a Game, so you can have a great time playing.
Chapter 7: Pre-Game Setup - Prepare Before Playing
Introduction
All Players must know the pre-game ritual to make every match fair, random, and fun.
In this chapter of the How To Play section, we’re going to walk through everything that happens before the first turn.
Deck
In Bible TCG, you bring a 66-Verse deck. That’s a 50-card main deck and a 16-card side deck. The Main Deck is the one you shuffle and Draw from during the game. The Side Deck stays off to the side and is only used between Games in a Match, not during them. You never Draw from your side deck in the middle of a Game.
Match
Most of the time, you’re playing a Match, which is usually a best-of-three Games. That simply means you’ll play multiple Games with the same Decks, and the first Player to win two Games wins the Match. Each new Game is a fresh start for your Main Deck: you’ll reshuffle, redraw, and set up again from scratch.
Setting Up
First, both Players make sure their Main Decks have exactly 50-Verses. Then each Player thoroughly shuffles their own Deck. After shuffling, you offer your Deck to your Opponent to cut, and they do the same with theirs. You don’t show them your Verses when you offer it to be cut, this keeps everything fair and random.
Decide Who Goes First
Next, you decide who goes first. Whoever wins the high roll gets to choose either to go first or second. Once Turn order is decided, both Players Draw seven Verses from the top of their Decks to form their starting Hands.
Choose To Mulligan
This is where the Mulligan comes in. If you look at your starting Hand and it's a bad combination, you’re allowed to Mulligan. The first Player decides whether they want to Mulligan first. After they choose to keep or Mulligan, the second Player will then decide.
Mulligan Order
Mulligans happen in rounds like this: the first Player decides whether to keep their Hand or take a Mulligan, then the second Player decides whether to keep or Mulligan. After any Mulligans are taken and new Hands are Drawn, you check again, starting with the first Player, and repeat if needed, until both Players are happy with their starting Hands.
How To Mulligan
A mulligan lets you put your Hand back and try again, but it comes with a setback. To Mulligan, you put your entire Hand back into your Deck without revealing it, shuffle, and then Draw a new Hand with one fewer Verse.
So you can Mulligan down to six. If you still don’t like that, you can Mulligan again to five, and so on. Each time you Mulligan, you reshuffle and Draw one Verse fewer than before. You can keep doing this until you find a Hand you’re willing to keep, but every Mulligan shrinks your starting Hand, so you have to balance fixing a bad Hand with keeping enough Verses to work with.
Finish Setting Up
When both Players have finished any Mulligans and are happy with their starting Hands, the game is officially ready to begin. At that point, both Main Decks are shuffled and set down, Hands are Drawn, and you know who’s going first and who’s going second. That’s all the setup you need to start a Game.
Sideboarding
Now, between Games in a Match is where your Side Deck matters. After a Game ends, but before the next one starts, you’re allowed to Sideboard: you can swap Verses between your Main Deck and Side Deck.
How To Sideboard
For every Verse you bring in from the Side Deck, you move one from your Main Deck into the Side Deck, so your Main Deck always stays exactly at 50 Verses and your Side Deck at 16 Verses. This lets you adjust your strategy based on what you just encountered in the previous Game: maybe you add more defense, more removal, or faster Verses to handle your opponent’s gameplan.
Setting Up Next Game
Once you’ve finished Sideboarding, you repeat the same setup for the next Game: both Players shuffle their Main Decks and offer them to be cut. For Game #2 (and Game #3 if needed), the Player who lost the previous Game chooses who will go first in the next Game. After that's determined, both Players Draw seven Verses and then decide to Mulligan if they so choose.
Conclusion
That’s it for setting everything up. Now that you know how to get a Game ready, the next step is to learn what actually happens during your Turn.
In the Turn Sequence chapter, we’ll walk through the structure of a Turn, so you always know what to do and what comes next.
Chapter 8: Your Turn - What To Do Step-by-Step
Introduction
If you don’t know what happens on your Turn, you're going to have a bad time.
In this chapter of the How To Play section, we’ll break down Turns into clear steps, so you can relax and actually focus on making good decisions.
Overview
Every Turn follows the same rhythm. You can think of your Turn in five separate parts: Start Of Turn, Draw Step, Faith Step, Play Step, and End Of Turn. Once this flow is in your head, the game will feel much smoother.
Start Of Turn
It's your Turn now and you have to make sure everything on your side of the Board is ready to be used again.
Any Beings that Moved or Challenged on your last Turn are Ready to Interact again; you straighten them upright to display that they're Ready.
Your Faith is also refreshed, meaning all your Faith is available to spend again this Turn.
If any abilities say “At your Start Of Turn,” this is when they trigger and resolve.
Draw Step
After your Start Of Turn, you go into your Draw Step.
You simply Draw one Verse from the top of your Main Deck into your Hand. That steady Draw is your fuel for the Game.
Remember the exception: on the very first Turn of the Game, the first Player skips their first Draw Step.
Faith Step
Once you’ve Drawn, you move into the Faith Step. This is where you decide if you want to Gain Faith this Turn or not.
If you do, choose one Verse to place from your Hand into your Faith Area. That card becomes Faith for the rest of the Game. Your total Faith, and the Age of the Verses you placed as Faith, determine what Verses and what Ages you can Play.
Play Step
After the Faith Step comes the heart of your Turn: the Play Step. This is where most of the action happens. During your Play Step, you’ll be doing two main things with your resources and your Board.
First, you’ll play Verses: using your available Faith to Create Beings from your Hand onto open Slots on your Storyline, and to Play Events from your Hand, resolve their effects, and send them to Exile.
Second, you’ll use the Beings already on your Storyline: Moving them between Slots to line up better offensively or defensively, and Challenging the Enemy Beings, or your Opponent to Gain Points.
You can think of the Play Step as everything you actively choose to do on your Turn: spend Faith, Play Verses, reposition your Beings, and Challenge. You choose the order, which Verses to Play, Moving, and Challenging, as long as you follow the basic rules for each action.
End of Turn
When you’ve finished doing what you can and want, you move to your End Of Turn. This is where you basically say, “done,” and pass the Turn to your Opponent.
But before their Turn begins, any “End Of Turn” effects or abilities trigger and resolve. Also, if you have more than seven Verses in Hand, you'll have to choose which ones to Exile until you're holding at most seven in Hand.
After that, your Opponent starts their Turn, and goes through all of the steps we just explained. Turns go back and forth until someone wins.
Conclusion
That's it for what happens during a Game. Now that you understand the structure Turns in general, the next part is to master the Faith Step.
In the Faith Resources Chapter, we’ll take a closer look at how to build up your Faith wisely, when to accelerate it, and how your decisions change the direction of a Game.
Chapter 9: Faith Step - How To Manage Resources
Introduction
Mismanaging your Faith will most of the time cost you the game.
In this chapter of the How To Play section, we’re going to learn everything about Faith, and how to play your strategy effectively.
Progression
On each of your Turns, during your Faith Step, you may place one Verse from your Hand face-up into your Faith Area. That Verse becomes a Faith resource, and it stays there for the rest of the Game. You don’t get to Play that Verse like you usually would.
You don’t have to place a Verse as Faith every Turn, but early in the Game, you’ll want to Gain enough Faith to Play your Verses.
Faith Cost
Whenever you want to Play a Verse, you have to pay its Cost using Faith. You look at the Cost of a Verse you want to Play, then count how much available Faith you have in your Faith Area. To Play that Verse, you must commit that much Faith that Turn. When you use Faith, you rotate it sideways in any direction.
Age Specific
When you place a card as Faith, it keeps its Age. That matters. If you want to Play a Verse from the Gospel Age, you need at least one Gospel Faith in your Faith Area. If you want to play something from the Stars Age, you need at least one Stars Faith. The Ages of your combined Faith tell you which Ages you can actually Play from.
Compound Effect
Faith doesn’t disappear when you use it, it’s just marked as used for that Turn. When you spend Faith to Play a Verse, that Faith is considered used and can’t be used again that Turn. At your next Start Of Turn, all of your Faith Resets and becomes available again, Ready to be used for playing new cards.
Decisions
Every time you choose which Verse to put as Faith, you’re making two decisions at once. First, you’re asking yourself: What Age am I adding to my Faith so I can play Verses from that Age? And you’re also asking: Which Verse am I giving up and won't be able to Play for the rest of the Game?
Over time, your Faith Area becomes a snapshot of your strategy: which Ages you’re committed to, and how much total power you can unleash in a single Turn if you spend it all.
Conclusion
That’s the core of managing your Faith resources. Now that you have Faith, the next step is to see what all that Faith turns into on the Storyline.
In the Interactions chapter, we’ll turn your Faith into Board presence and start treating the Storyline like your canvas to win Games.
Chapter 10: Interactions - Move, Challenge, Range, Block
Introduction
In Bible TCG, you'll miss out on a lot of Points if you misuse your Being's actions.
In this chapter of the How To Play section, we’ll break down Movement, Range, Blocking, and Challenges so you can utilize your Beings at their full potential.
Overview
Interaction is the term that covers a Being’s ability to Move and Challenge. Each Being can Move once and Challenge once on your Turn. Newly Created Beings can’t do either until your next Turn. They're Just Created, so they need a turn to get Ready.
Movement
Your Storyline is made up of five Slots in a row. A Being can Move once per Turn into an open Slot, but it can’t go on top of your own Beings or jump past them. Movement is how you slide your Beings into better positions: away from danger, facing the Opponent, or into a spot where their Range is more effective.
Rotation
To help you remember what each Being has done, you can use the card’s rotation as a simple tracker. A Being that hasn’t done anything yet stays upright. When it Moves, you turn it to the left. When it Challenges, you turn it to the right. If it both Moves and Challenges in the same turn, you can turn it upside down to show it’s fully used. At your next Start Of Turn, all of your Beings “stand back up” so they’re Ready to Interact again. This rotation method is a helpful habit that keeps your Board state clear.
Challenging
A Challenge is when a Being uses its Strength to deal Damage to a Target, either another Being or, if there's no Blockers in front, the Opponent. Each Being can Challenge once per Turn to Damage either Enemy Beings, or Gain Points by Challenging the Opponent directly.
Range
Who your Being can Challenge depends on their Range and what’s in front of them. Every Being has a Range that looks straight ahead across five Slots. A Being in the center of your Storyline can reach all five Slots in front of it. Beings on the far left or right sides have a more limited angle. So they can only reach 3 Slots and won’t be able to reach the opposite side.
This means positioning really matters: moving a Being to the center gives it more options, but then places it where more enemy Beings can reach it as well.
Blocking
A Block occurs when two Beings are positioned vertically in front of each other on the Storyline. When that happens, those Beings are Blocked and can’t Challenge the Player directly. To challenge the Player directly from a Blocked Being, the Blocker has to be dealt with first, or Move that Being to an open Slot where there are no Blockers.
Conclusion
That's it for leading your Beings properly. Now that you're comfortable with the basic actions, you need to understand the more advanced Abilities Beings can have.
In the Mechanics chapter, we’ll add an additional layer of complexity on top, that brings your gameplay strategy from looking like playing Checkers to playing Chess.
Chapter 11: Mechanics - Keywords And Their Abilities
Introduction
If you want to become good at playing Bible TCG, you need to understand what each of these mechanics do in a Game.
In this chapter of the How To Play section, we’ll walk through each Keyword so that you'll immediately know what kind of effect to expect.
Reminder Text
You don’t have to memorize everyone right now. Keywords come with Text to remind you of what it does. Let’s go through each one so you can recognize them and know what they do.
Forsake
Forsake means you Exile a Verse from your Hand. You’re choosing to give up a Verse in Hand and send it to Exile in order to unlock something stronger. If an Ability tells you to Forsake and you don’t have any Verses in Hand, then nothing is Exiled, and you’ve actually saved yourself from Exiling a Verse.
Strategic Use In Gameplay
Forsake is a deliberate sacrifice of hand resources to bring powerful effects onto the field. This mechanic rewards players who are willing to give up immediate options to secure stronger board presence or game-changing threats. It often appears on high-stat Beings or on explosive effects that would otherwise be undercosted. Learning when to forsake a verse and when to hold back is key. It’s a balancing act between pressure and longevity. Decks built with Forsake often benefit from additional draw or verse generation to maintain momentum.
Synergies And Plays
Dragon From The North: As a Forsake card, this powerful threat demands careful timing, so play when your hand can afford the cost to swing the board.
Pleasant Discovery: A low-cost Forsake that generates tempo early, ideal for setting up midgame plays while you thin your hand.
Babylon, Mystery Harlot: A late-game bomb. Forsaking two verses for its Zeal and strength is a steep price, but worth it when timed to secure lethal or unblockable board presence.
Frequently Asked Questions
Q: What happens if I don’t have two verses to Forsake?
A: You can still play the card. If you have fewer than two verses, you discard whatever you do have: 0, 1, or 2.
Q: Can I choose which verses to Forsake from my hand?
A: Yes. You decide which verses to Exile when paying the Forsake cost.
Q: Do Forsaken verses go to the Exile pile or the Removed Pile?
A: They go to the Exile pile, they aren't Removed. Forsake always Exiles from hand.
Redeem
Redeem lets you Return a Faith Verse back to your Hand. You’re taking a Verse you had committed as a resource and bringing it back as a Verse you can play again. The tradeoff is that you’re lowering how much Faith you have at your disposal, so you’ll have more options in Hand but less total Faith available.
Strategic Use In Gameplay
Redeem flips the cost curve by allowing you to recoup the Faith spent when you play the card. Though you must still pay the Faith cost initially, the ability to return a Verse to your hand immediately makes Redeem cards incredibly efficient. It creates powerful tempo swings, enabling multi-action turns and extended combo lines. Strategic use of tapped versus untapped verses and choosing which to return is key to mastering this mechanic. Redeem thrives in decks that can quickly refill their hand or play in back-to-back sequences.
Synergies And Plays
Lake Of Fire: Massive removal for a single Faith, but Redeem lets you recoup that cost, so playing it feels like 0-cost removal when planned right.
Bright Angel: A big Spirit body with Redeem, making it a resilient mid-game presence that keeps you from falling out of cards.
Guarding Jerusalem: Token generation with Protect, Redeem ensures you don’t fall behind on Faith while building defensive tempo.
Frequently Asked Questions
Q: Do I get to choose any Faith verse to return to my hand?
A: Yes. You choose from among the verses you used to pay for the card, even if they're used.
Q: Can I Redeem Faith Verse that I used for Faith that Turn?
A: Yes. You can still return a previously used verse, as long as you have the Faith to play it.
Q: Do I have to reveal the verse I Redeem?
A: Yes. Redeemed verses are already face up, so your opponent can see which one you chose.
Discern
Discern means you choose between different outcomes. When you see Discern, the Verse is giving you options, and you pick the one that fits the moment. Only one of the listed options happens. Discern is about making a meaningful choice, not getting everything at once.
Strategic Use In Gameplay
Discern gives you player agency in powerful moments, allowing you to choose among multiple possible outcomes. The mechanic shifts situational advantage by offering tactical flexibility, whether it’s offensive, defensive, or card advantage-focused. Understanding your deck’s role in the current game state helps make the right call between choices. Discern rewards players who can anticipate the opponent’s next play and adapt quickly. The more you’re able to identify the high-value choice, the stronger your execution becomes.
Synergies And Plays
Rejected Horseman: Choose between offense or disruption based on opponent’s board: flexible, versatile, or high-impact plays.
Behold The Nail: A choice between damage or restoration makes this card adaptable: pressure the enemy or save your own in clutch scenarios.
First Shall Be Last: Dual-purpose, versatile removal or recovery depending on board state, making it a smart inclusion in reactive or combo decks.
Frequently Asked Questions
Q: Do I choose the Discern outcome immediately?
A: Yes. You choose the outcome as you play the card, before the chosen effect resolves.
Q: Are both Discern outcomes always available?
A: Yes. You are always allowed to pick either option, based on what suits your strategy.
Q: Can I look at my opponent’s hand to help decide?
A: No. Unless another effect lets you see it, you must choose based on board state or prediction.
Eternal
Eternal means the Being can’t take Damage. Challenges and Damage-based effects simply don’t reduce its Hope. Eternal Beings can still be Exiled, Removed, or targeted by Damage effects, but damage just won’t bring their Hope down.
Strategic Use In Gameplay
Eternal offers total damage immunity and turns your Being into a stable pillar on your board. Whether used for offense or defense, Beings with Eternal can dominate matchups where trades and damage would normally limit their utility. It is most powerful when paired with abilities that allow repeat value over time or aggressive mechanics like Abundance or Zeal. Opponents will often need to spend premium exile or humble effects to remove these threats. Eternal doesn’t just soak damage, it reshapes how your opponent interacts with the board.
Synergies And Plays
Boarding The Ark: Protect your board from wipe attempts entirely. Only exile or transformative effects can touch it.
Daily Communion: Make your board untouchable for a turn with Eternal. It transforms trades and denies opponent plays for that window.
Jesus, Prince Of Peace: A Lord with Eternal, Anointing, and Abundance. Turn him into an unstoppable, repeat-attacking juggernaut.
Frequently Asked Questions
Q: Can an Eternal Being still be exiled or humbled?
A: Yes. Eternal only prevents damage, not exile, humble, or other forms of interaction.
Q: Does Eternal block damage from all sources?
A: Yes. Eternal prevents both Being and Event damage.
Q: What happens if I deal damage to an Eternal Being?
A: Nothing happens, it ignores the damage.
Protect
Protect means that Being must be Challenged first before other Beings or Players. As long as a Protect Being is on the Storyline, the opponent has to go through it before they can Challenge any other Enemy Being or Player. It turns that Being into a shield, forcing the Opponent to deal with it before they can Challenge anything else.
Strategic Use In Gameplay
Protect gives positional priority, forcing enemies to Challenge it before targeting others. This mechanic excels at shielding key combo pieces, draw engines, or fragile late-game Beings. Protect is best used with higher Hope stats or when guarding a backline of support units. When combined with effects like Resurrect or Patience, it becomes even more frustrating for opponents to navigate around.
Synergies And Plays
Guard The Woman: Use Protect to lock the opponent into inefficient trades and keep vital Storyline units safe.
Thirsty Camel: A cheap Protect body that stalls aggression and enables you to get a resource.
Sacrificial Bullock: High stats and Protect, forces opponents to use resources to deal with it while you build advantage behind it.
Frequently Asked Questions
Q: What does “Must be Challenged first” actually mean?
A: It means that this Being must be targeted first in Challenge before any other valid targets.
Q: Can I bypass Protect using non-attack effects?
A: Yes. Events and some other abilities can target non-Protect Beings directly. You just can't Challenge them with your Beings.
Q: Does Protect last forever?
A: Normally, yes, unless removed by another effect like Humble.
Zeal
Zeal lets a Being Challenge immediately. Normally, Created Beings have to wait a Turn before they can Challenge, but Zeal skips the waiting period. A Being with Zeal can Challenge on the same turn it enters the Storyline.
Strategic Use In Gameplay
Zeal removes its recently Created delay, allowing Beings to Challenge immediately. It’s the most aggressive mechanic in the game and can flip the board the moment it’s played. Zeal accelerates pressure and forces your opponent to make reactive decisions. It shines in decks focused on fast-paced damage and works well with buffs, as the target gets immediate value before it can be answered. Positioning Zeal Beings well is crucial to maximizing tempo advantage.
Synergies And Plays
Grievous Locust: Zeal lets this Creep disrupt or trade immediately.
Elisha, Double Portion: Two quick Challenges immediately apply from turn one, amazing for tempo bursts.
Timothy, Greek Jew: Mid-cost Zeal impact with strong stats, it's great as both surprise pressure and a flexible board answer.
Frequently Asked Questions
Q: Can I Challenge immediately with a Zeal Being the turn it enters play?
A: Yes. That’s the defining ability of Zeal, it ignores its Just Created delay.
Q: Does Zeal stack with Abundance?
A: Yes. A Zeal and Abundance Being can Challenge twice immediately.
Q: If a Zeal Being is summoned at the end of my Turn, can it still Challenge?
A: Yes. Zeal activates on the same Turn the Being is Created.
Abundance
Abundance means a Being can Challenge twice per Turn. Instead of just one Challenge, it can make two Challenges, as long as nothing else is stopping it and it’s still on the Storyline. It doesn’t give an extra Movement, just an extra Challenge.
Strategic Use In Gameplay
Abundance allows a Being to Challenge twice in one turn, doubling its impact. It rewards strong stat lines and synergy with effects that trigger on Challenge. When timed properly, Abundance can clear two enemies, deal lethal pressure, or activate on-hit effects twice. It pairs well with other offensive abilities like Zeal or buffs from Events, and benefits from protection or Restore to maintain aggression across turns. Abundance increases threat density and forces opponents to respond quickly.
Synergies And Plays
Strong Ox: Mid-cost with two Challenges, clear blockers, then put pressure or push through lethal.
Elijah’s Mantle: Buff and Abundance together grant absurd pressure or removal capability in a single play.
John, Water Baptism: Abundance with healthy statlines, Challenge twice to knock down threats or secure board control.
Frequently Asked Questions
Q: Can I Challenge the same target twice with Abundance?
A: Yes. If it survives the first Challenge and can be targeted again, you may target it again.
Q: Do both Challenges happen in a row?
A: Yes. You control the timing and may Challenge again within the same turn.
Q: What happens if an Abundance Being is destroyed before its second attack?
A: It only gets the extra Challenge if it remains on the Storyline.
Anointing
Anointing ignores the first Damage a Being would take. The first time it would be dealt Damage, that Damage is absorbed instead, like a one-time shield. After that first Damage is taken, any later Damage will work as normal, unless something gives it Anointing again.
Strategic Use In Gameplay
Anointing prevents the first damage a Being takes, making it resilient in combat or effect-heavy matchups. It’s often the difference between surviving a trade and being Exiled from it. When combined with high-impact abilities or Abundance, Anointing gives value on the Storyline. It is especially potent on mid-sized Beings that need protection for setup or repeat abilities. Use Anointing to absorb tempo loss and maintain pressure as you build your strategy.
Synergies And Plays
Aaron, Voice Of Liberty: Anointed high-strength Being, absorbs one big hit and stays on board to counterattack.
Oil Anointing: Grant Anointing mid-combat to bait threats, survive, then strike again.
Divine Dove: Anointed token that sets up safe early trades or tempo without dying to minor removal spells.
Frequently Asked Questions
Q: Does Anointing block only the first damage every turn?
A: No. It blocks the first instance of damage only once, unless reapplied.
Q: Can Anointing be stacked?
A: No. Only one instance of Anointing applies. So give it to a Being that doesn't have Annointing.
Q: Does Anointing protect against Exile or Humble?
A: No. Anointing only protects against damage.
Darkness
Darkness means the Being can’t be Targeted before it Interacts. Until it Moves or Challenges for the first time, your Opponent can’t Target it with Challenges or with effects that say “Target.” Effects that don’t Target can still affect it. As soon as it Interacts (by Moving or Challenging), it can be Targeted normally again. Being's with Darkness don't Block Enemy Beings from Challenging the Opponent, and also don't Block other Friendly Beings from Moving through them.
Strategic Use In Gameplay
Darkness makes a Being untargetable until it interacts, such as with Challenge or Moving. This makes it difficult to remove or neutralize directly and is ideal for setting up delayed but powerful plays. It is best used for combo setups or for cards that generate ongoing value if left unchecked. Strategic placement behind Protect or near-control effects forces opponents to go out of their way to clear the board before addressing the hidden threat. Darkness creates inevitability when opponents can’t deal with it in time.
Synergies And Plays
Deadly Scorpion: Hidden from interaction until you strike, excellent for surprise removal.
Balaam, Hired Seer: Darkness on creation protects him until he hits, a stealthy value engine.
Euphrates Angel: A large Darkness unit, forces opponents to deal with it after you've drawn out key threats.
Frequently Asked Questions
Q: Can I damage a Being with Darkness using a global effect?
A: Yes. Global or non-targeting effects still apply.
Q: When does Darkness go away?
A: Once the Being is involved in an interaction, like Challenging or Moving.
Q: Can I use Darkness to protect combo pieces?
A: Absolutely. It’s a great way to shield setup cards.
Unclean
Unclean Exiles any Being it Damages. If this Being deals Damage to another Being at all, that other Being goes straight to Exile after Damage is dealt, even if it still had Hope left. Unclean turns any amount of Damage into a removal effect.
Strategic Use In Gameplay
Unclean converts damage into exile, removing Beings from play entirely once they take a hit. It’s devastating against death triggers like Resurrect or defensive recursion effects. This mechanic lets you punch above your weight class by permanently removing enemies with damage, even minor ones. When attached to swarm boards or area effects, it becomes a powerful tool for board control. Unclean disrupts the opponent’s ability to recover and shifts every damage calculation in your favor.
Synergies And Plays
Declared Unclean: Apply Unclean mid-combat to permanently exile an enemy, resets the board, and stops recursion decks.
Falling Frog: Zeal and Unclean, remove an enemy threat in one strike.
Gog of Magog: Mass Unclean to wipe your board of weaker units while applying pressure or redirecting trade value.
Frequently Asked Questions
Q: Does Unclean remove all Beings it damages?
A: Yes. If a Being has the ability to damage every other Being and has added Unclean, it will exile all Beings that are damaged.
Q: Can Unclean stop Resurrect effects?
A: No. Unclean will Exile and even trigger Resurrect abilities.
Q: Does Unclean work with non-Challenge damage?
A: Yes. Any damage from an Unclean Being counts.
Patience
Patience triggers when the Being is damaged. Whenever it takes Damage and survives (its Hope is above zero), its Patience Mechanic activates and does whatever the Ability says.
Strategic Use In Gameplay
Patience triggers effects when a Being is damaged, allowing for reactive or disruptive plays. It works best on mid-to-high Hope Beings that can survive hits while triggering useful abilities. When paired with Protect or other defensive mechanics, Patience gives you control over board interactions and forces your opponent to weigh every Challenge. It’s a mechanic that values staying power and synergy with healing or buff cards.
Synergies And Plays
Rambunctious Ram: Patience trigger on damage creates early game power if baited properly.
Peter, Jewish Apostle: Patience with Patience buff and Abundance combos into a strong finisher that grows as it's hit.
Paul, Grace And Truth: Patience plus stats make him a weighted value engine that can swing board states over time.
Frequently Asked Questions
Q: When does Patience trigger?
A: Anytime the Being is damaged, including from combat or effects.
Q: Can Patience trigger multiple times?
A: No. As long as the Being is Damaged, the trigger is active. If the Being restores to full Hope, then the trigger turns off.
Q: Does Patience work if the Being is Exiled?
A: Only if the Being was in a damaged state before leaving the Storyline.
Humble
Humble cancels a Target Being’s Abilities. A Humbled Being loses its Abilities and keeps only its basic Stats like its Strength, Hope, Type, and Age. Anything written in its Text Box, or granted to it by other Abilities, no longer functions as it would. It’s still there on the Storyline, but without its special effects.
Strategic Use In Gameplay
Humble cancels a Being’s abilities, turning even the most dangerous threats into meek bodies. This control tool is excellent at halting combo engines, blockers with Protect, or Beings with Eternal. Humble doesn’t remove the Being, it removes its threat. Timing is critical, as using it proactively or just before a critical interaction can disrupt entire plays. Humble is especially powerful against decks that rely on keyword stacking or ongoing value from Beings.
Synergies and Plays
Star of Bethlehem: Humble and Draw, neutralize a threat, and keep momentum going.
Under The Law: Reset buffs and abilities across the enemy board, cripple synergy decks in one swing.
King of Kings: Cheap removal with Humble, strip a key blocker or value engine cost-efficiently.
Frequently Asked Questions
Q: Does Humble remove already triggered effects?
A: No. Humble only stops ongoing or passive abilities, or future trigger abilities like Resurrect.
Q: Can I Humble a Being more than once?
A: Yes. But it will just refresh the effect.
Q: Can a Humbled Being still Challenge or block?
A: Yes. It only loses its abilities, not its base stats or Challenge ability.
Pray
Pray increases Event Damage. It boosts the Damage dealt by your Events, making those effects hit harder than they normally would. The exact amount of extra Damage per Event will always be written beside the Keyword.
Strategic Use In Gameplay
Pray increases your non-Being damage, powering up Events and effects that deal direct damage. This mechanic is all about amplifying Event damage and letting you break through board stalls or defensive walls. In combo setups, Pray often enables lethal plays from hand or enhances area removal. It’s important to protect your Pray Beings or stack multiple to increase your Event damage output. Pray is ideal for decks that rely on pressure and explosive turns.
Synergies and Plays
Leah, Older Sister: Pray boosts event damage, enables heavy removal from small spells.
Isaac, Promised Seed: Pray on a Being, his high Hope adds defence to enemy Challenges when he's on board.
Solomon, Wise Request: Pray synergy with Pray Events to increase Damage across turns.
Frequently Asked Questions
Q: What counts as Event damage?
A: All Damage caused by Events, such as "Deal X Damage".
Q: Does Pray affect multiple sources of Events?
A: Yes. All Event Damage you deal is increased while Pray is active.
Q: Can I stack multiple Pray Being effects?
A: Yes. Each additional Pray increases damage even more.
Fear
Fear prevents a Being from Interacting for two Turns. The first Turn begins when Fear is applied, and the second Turn is the following. Affected Beings can’t Move or Challenge during that time, they’re locked down. That Being just sits on the Storyline without being able to Interact until the effect wears off.
Strategic Use In Gameplay
Fear locks a Being out of interaction for two full turns, preventing it from Challenging or moving. It works well as tempo control against high-cost threats or blockers that need to be bypassed. Fear can clear the way for lethal Challenges or stall dangerous Beings while you set up. It is best used alongside damage or exile effects to punish immobile targets. Fear also buys time for combo pieces or draw engines to operate without retaliation.
Synergies And Plays
Gigantic Behemoth: Fear + high stats, locks enemy units from acting for two turns, giving you a great advantage.
United Brothers: Fear to stall a single enemy and claim initiative.
Generational Strife: Boardwide delay with Fear, great for setting up your next Turn.
Frequently Asked Questions
Q: Can a Feared Being Challenge or move?
A: No. It cannot interact at all for two turns, the turn it's applied and the following one.
Q: Does Fear reset if reapplied?
A: Yes. A new Fear effect restarts the two-turn timer.
Q: Can a Feared Being be targeted or buffed?
A: Yes. Only interaction like movement or Challenge is prevented.
Prophecy
Prophecy triggers when the Being is Created. The moment it enters the Storyline, its Prophecy effect goes off automatically and does whatever the Ability describes. You don’t have to wait for another step or action; it happens as soon as the Being enters the Storyline.
Strategic Use In Gameplay
Prophecy triggers effects when a Being is Created, offering instant value upon entering the Storyline. It rewards tempo-focused decks that want effects immediately without delay. These abilities often deal damage, draw cards, or apply pressure. Prophecy Beings don’t need to survive to be effective, they do their job on entry. This makes them strong in both aggro and control builds, depending on the effect. Prophecy is reliable and difficult to counter without preemptive answers.
Synergies And Plays
Levi, Competitive Tribe: Prophecy Exiles an Enemy Being with Protect, can make the difference if blocked by a defensive Enemy Being.
Judging Crow: Prophecy on creation, damage triggers immediately to push advantage.
Deceiver, False Prophet: Mass damage to both players and Beings, game swings from a single Play.
Frequently Asked Questions
Q: When does Prophecy trigger?
A: Immediately when the Being is Created (enters play).
Q: Does Prophecy trigger if the Being is exiled after?
A: Yes. As long as the card enters play, the Prophecy activates.
Q: Can I stop a Prophecy effect?
A: Only if you prevent the Being from entering play.
Resurrect
Resurrect triggers when the Being is Exiled. When it leaves the Storyline and goes to Exile, its Resurrect Ability activates. Depending on the Ability, that might Buff your other Beings, let you Draw a Verse, or cause some other specified effect. It only triggers when the Being is Exiled, not when it’s Removed or Returned.
Strategic Use In Gameplay
Resurrect activates when a Being is exiled, creating value on removal. This mechanic punishes opponents for interacting with your board and turns ordinary trades into tactical wins. It’s especially potent in decks with self-exile effects or board wipes. Proper sequencing is key, playing a Resurrect card right before an exile effect flips the board in your favor.
Synergies And Plays
Offering Pigeon: A setup that cycles your Deck to find the Verses you need.
David, God's Heart: High-value Being that fills your Storyline with Cattle. A mass board presence to protect and position you for your next Turn.
Eagle Throne Beast: Draws for all, great Hand advantage, and repeat value when exiled.
Frequently Asked Questions
Q: When does Resurrect activate?
A: When the Being is exiled from play, not from Hand, neither Removed.
Q: Does Resurrect trigger if the Being is Forsaken or Humbled?
A: No. Only triggers when Exiled from the board and cannot be Humbled by its Resurrect ability.
Q: Can I exile my own Resurrect Being on purpose?
A: Yes. That’s often a strong strategy to get value.
Conclusion
That's all the Keywords you need to know. Now that you understand the core Mechanics, the next step is to build a game plan.
In the Deckbuilding chapter, we’ll build your first Deck by choosing Ages, balancing Verses, and focusing on a winning strategy.
Chapter 12: Deckbuilding - Bring A Winning Strategy
Introduction
You can’t win Bible TCG by shuffling random Verses together.
In this chapter of the How To Play section, we’ll build your first Deck step by step with a strategy that fits your personality.
Amount Of Copies
There’s one crucial rule before you start throwing Verses together: you can only run up to three copies of any Verse with the same name in your Deck.
Age Focus
When you’re building your first Deck, the most significant decision you’re making is: which Ages am I focusing on? Each Verse belongs to an Age, and your Faith needs to match those Ages to play Verses consistently.
A simple rule of thumb: your Deck should be composed of two Ages that work well together. Fewer-Age Decks are the most consistent, while many-Age Decks give you more variety with added complexity. If you go too wide with Ages, you’ll often end up staring at powerful Verses, but without any way of getting them out of your Hand.
Faith Curve
Your Curve is simply how many Verses you have at each Faith Cost; how low, medium, and high-cost Verses you’re running. If everything in your Deck costs a lot of Faith to Play, you’ll do nothing for the first few Turns and fall behind. If everything is cheap, you’ll run out of impact later in the Game. A good Deck gives you something to do early, keeps you active in the middle Turns, and has a couple of bigger plays to finish the Game once you’ve built up Faith.
Balance
You also want a healthy balance between Beings and Events. Beings are your presence on the Storyline; they stay in play, they Move and Challenge, they protect you and pressure your Opponent. Events are your one-time effects, like removal, Damage, Draw, Buffs, and surprises.
When building your first Deck, aim for enough Beings that you can keep your Storyline filled most of the time, and fill the rest of your Slots with Events that support your plan: either protecting your Beings, clearing the way, or Drawing more cards.
Beings
Being–focused Decks are all about synergizing with Beings. They want to flood the Storyline with multiple Beings, Challenge from many angles, and force your Opponent to constantly react. These Decks often lean into specific Ages or Being types, that make each other stronger when they’re together.
Types
Types show what a Being is in the story, and they can be grouped into a few broad families. You have creatures and animals like Beast, Cattle, Creeps, Fish, Fowl, and Dragons. These represent the living creatures and monstrous threats that move through the Bible world. Then you have humans and their roles: Children, Men, and Women mark people at different stages or positions in life, while Lord, Kings, Priests, Prophets, Soldiers, and Spirits highlight authority, leadership, service, and warfare.
Events Centered
Event-focused Decks are about Event synergy. They play fewer Beings and more Events, focusing on manipulating the Storyline, limiting what your Opponent can do, and striking at key moments. If you like setting traps, disrupting your Opponent’s plans, and controlling the pace of the Game, Event-heavy strategies will feel very natural to you.
Few-Age
Few-Age Decks focus on one or two Ages. That makes your Faith generation very consistent, so you always have the right kind of Faith to Play your Verses. Few-Age decks are faster and smoother to run; you don’t stumble as often on Faith problems, and you can Play your powerful Verses as soon as you reach their cost. But with fewer Ages, there are fewer Verses to choose from when building your Deck.
Many-Age
Many-Age Decks mix three or more Ages. The upside is you get access to a much wider pool of effects, synergies, and Mechanics. The downside is that your Faith becomes more demanding. You have to think carefully about which Verses you place as Faith and in what order. Many-Age strategies give you more power and flexibility, but they also require more precise planning and a bit more experience.
Aggro
Aggro strategies try to win early. They play cheap, efficient Beings and fast effects, aiming to pressure your Opponent before they can stabilize. If you like keeping your opponent on the back foot, and forcing them to answer you right away, you’re probably an Aggro Player.
Midrange
Midrange strategies are strongest in the middle of the Game. They curve out with solid Verses on Turns three, four, and five, then take over the Board with bigger Beings and powerful midgame plays. Midrange sits between Aggro and Control: you can play fast against slower Decks and play more patiently against faster ones. If you like flexibility, strong individual Verses, and adapting to the matchup, Midrange is a great fit.
Control
Control strategies plan to win later. They stall, remove threats, and deny your Opponent's plan, all while building toward a long-game advantage. Control Decks use Events and Abilities to slow everything down, then eventually win with a few powerful Beings or a strong engine that your Opponent can’t answer anymore. If you enjoy being patient, answering everything, and turning the Game around from behind, Control may be your style.
Combo
Combo strategies want to assemble a specific set of Verses and then do something explosive, often in a single Turn. Combo Decks might look slow at first as they gather pieces, protect themselves, and set up Faith. But when everything lines up, they can unleash a huge play that ends or completely flips the Game. If you enjoy planning a big Turn, and seeing everything come together at once, Combo will feel very rewarding.
Archetype Cycle
Not every strategy is meant to beat every other strategy. Instead, the game follows a natural Archetype Cycle in which certain Deck styles tend to have an edge over others. Aggro tends to beat Combo, Combo tends to beat Control, Control tends to beat Midrange, and Midrange tends to beat Aggro. No style is strictly “the best”; they each take turns being strong or weak depending on what they’re facing and which Ages they’re built from. Your skill, Deckbuilding choices, and in-game decisions still matter a lot, but the Archetype Cycle explains why some matchups feel easier than others.
Aggro Beats Combo
Combo strategies need time. They usually want to gather pieces, set up specific Verses, and then win in one or two huge Turns. Aggro doesn’t give them that time. Aggro decks try to win fast, pushing Damage and pressure in the first few Turns.
Ages like Alpha and Wrath embody this: Alpha can flood the Storyline with early Beings, while Wrath throws itself into reckless aggression, sometimes even damaging itself to push the Opponent closer to defeat. Combo Ages like Gospel and Power want to build toward big, explosive plays, Gospel setting up powerful Events and Beings that last, Power using tools like Redeem to cheat powerful cards into play. But if Aggro can win on Turns three or four, Combo never gets to fully set up.
Combo Beats Control
Control Decks want to react. They slow the Game down, remove threats, and try to win later by outlasting the Opponent. Combo doesn’t play fair in that slow game. Instead of winning by simply playing “stronger cards,” Combo strategies win by stacking effects, cheating costs, or striking all at once in a way that’s hard to stop.
Gospel builds up Events in Exile and long-term value, then pops off in the late game while keeping Beings on the Storyline that don’t go away easily. Power uses Redeem and other tools to cheat out some of the most strategic and powerful plays in the Game. Control Ages like Hebrew or Israel are very good at answering straightforward threats and grinding out value, but they often struggle to stop Combo when everything happens in one or two explosive Turns.
Control Beats Midrange
Midrange strategies are built to be solid and flexible: not as fast as Aggro, not as extreme as Combo, but strong at almost every point in the Game. The problem for Midrange is that Control is even better at the long game.
Control Ages like Torah and Hebrew are full of efficient answers, removal, and ways to strip away the advantage Midrange is trying to build. Where Stars, Israel, or Church want to win by playing strong Beings, gaining value over a few Turns, and out-muscling Aggro. But Control simply refuses to let that stay on the Board. Torah and Hebrew can Exile key threats, remove buffs, stall Challenges, and slowly grind down everything on the Storyline. Over time, a Control deck will outlast even the most skillful Midrange deck, because Control is built to win the long, patient game.
Midrange Beats Aggro
Aggro strategies come out swinging, trying to win before the Opponent can stabilize. If you survive those first few Turns though, Aggro often runs out of steam. That’s where Midrange shines. Midrange Decks are designed to weather the early storm and then take over once the Game reaches the middle Turns.
Stars can reduce Points from the Opponent, undoing some of the early Aggro progress. Israel can wipe out swarms of small Beings and wipe out the Storyline. Church has ways to Challenge and stop key threats before they snowball out of control. Once Midrange stabilizes the Board, its Verses are usually bigger, more efficient, and harder for Aggro to handle. From that point on, Aggro’s early advantage disappears, and Midrange slowly takes over.
Cycle Summary
Knowing this doesn’t guarantee victory, but it helps you understand why some matchups feel easy and others feel like an uphill battle, and it lets you choose your Ages and your strategy with much more intention.
Strategy
So when you’re building a strategic Deck, don’t just ask, “Is this a good Verse?” Ask: What strategy am I trying to build? What Archetype am I hovering over? Which Ages am I choosing build with? Which Verses will help my strategy throughout my Faith Curve? Are there synergies between my Verses that I want to lean into? But remember this: a Deck is only as good as the decks it's facing off against. The best decks often become the most popular, creating an opportunity to build a deck that wins against them.
Conclusion
That’s it for Deckbuilding winning strategies. Now that you're into advanced components, let's uncover the different ways to play with Bible TCG game pieces.
In the Formats chapter, we're going to discuss all the different ways you can sit down and play, while using the same core rules.
Chapter 13: Formats - The Different Ways To Play
Introduction
If you've mastered Bible TCG, what's the next format you want to try out?
In this chapter of the How To Play section, we’ll look at the different Game Formats that you and your friends can play.
Classic
Classic is the format that Bible TCG is built on. You and an Opponent each bring a constructed Deck, play a best-of-three Match, and Sideboard between Games. This is the Format most decklists, guides, and strategies are aimed at, and it’s the main Format for Competitive Tournaments. If you’re just starting out, this is the Format to master first.
Multiplayer
Multiplayer turns the battle into warfare. Each Team has the same number of Players, so teams are two-versus-two, three-versus-three, etc. After deciding who goes first, each turn alternates between teams. Your Team shares a single 5-Slot Storyline, while everything else remains individual. Each Player still manages their own Decks, Hands, Faith, piles, and areas. There's no sideboarding or best-of-three in this format.
Free-For-All
Free-For-All is great if you're more than two Players. After deciding who goes first, Turns proceed clockwise around the table. At the start of each Player’s Turn, they roll a die to see who they’re facing that Turn, which creates a lot of fun and unpredictable moments. You’re playing a single Game. When someone wins, they drop out while the rest keep playing for second place, third place, and so on. You can do this with a 6-sided die for three and six Players, and with a 20-sided die for four and five Players. There's no sideboarding or best-of-three in this format.
Showdown
Showdown is the fastest way to play Bible TCG. Each Player opens 1 pack, which will become their Deck for the Game. They cannot look at their cards when shuffling and setting up the game. Players start with one card in hand without the chance to mulligan. The first Player won't Draw on their first Turn. Players have an unlimited amount of Faith each Turn. If you Draw a Token, just set it aside and Draw again. The first Player to 10 Points wins, and if you Draw with no Verses left from your pack, you lose.
Draft
Draft is for people who love opening packs and building a strategy on the fly. You don't bring a constructed Deck. Each Player sits down with a set number of packs, usually three. You open the first pack, pick one card, and pass the rest clockwise to the next player. They do the same, and you keep picking and passing until all the cards from that pack are gone. Then you open the next pack and draft again, passing in the opposite direction from the last one, until all packs are drafted.
After drafting with three packs, you should have a 30-Verse Main Deck instead of the normal 50. Drafts with more than three packs are possible, but must be pre-determined. Draft Decks from four packs have 40 Verses, and from five packs have 50 Verses. There is no sideboarding in this format. The core rules of the Game stay the same, you’re just building your Deck as you go.
Before you start playing, you also choose to align your Faith with either Eras or with Acts. When you place a Verse as Faith, it then generates Faith for that Era or Act instead of its Age, which keeps your resources consistent even though your Draft pool can be all over the place.
Tournaments
Tournaments are a fun way to experience Bible TCG in an event setting, and they can be run in any Format. In the first round, players are paired randomly. After that, scores are calculated based on how many Games each Player won, and new pairings are made each round, starting from the highest scores down. This continues for a set number of pre-determined rounds. Winners are those with the most points.
Conclusion
That's all the current Formats. Now that you know the different ways to play, it's time to master your starter deck.
In the Starter Deck chapter, we'll learn everything that there is to know about the three starter decks that are available in Bible TCG Online.
Chapter 14: Starter Decks - From Amateur To Pro
Introduction
If you want to apply everything you've learned so far, the next step is to master your Starter Deck.
In this chapter of the How To Play section, we’ll expand on all three Starter Decks and explain everything about properly playing their strategies.
Oracle Starter Deck
This deck consists of three Ages from the Oracle Act. It's all about God giving His word to humanity: the stars that declare His glory, the law given to reveal people's sins, and the Church's revelation of Scripture by the Spirit.
Strategy
This is a Midrange deck, which means you’re strongest in the middle of the game. You’re not trying to win immediately. You’re trying to build a solid Storyline, make good Interactions, and then take over with stronger plays around turn six.
Mechanics
Here are the mechanics you'll come across with the various Beings from most to least used:
Zeal means the Being can Challenge immediately, so it doesn’t have to wait a Turn before it can Challenge.
Protect means the Being must be Challenged first, so it forces the Opponent to go through it before they can Challenge you or your other Beings.
Darkness means the Being can’t be Targeted before Interacting, so it’s harder for the Opponent to Exile it until it has first Moved or Challenged.
Prophecy triggers when Created, so it happens right when the Being enters the Storyline.
Unclean means anything the Being Damages gets Exiled, so normal trading becomes much more dangerous.
Patience Triggers when the Being is Damaged, adding a benefit to weaker Beings.
Anointing means the Being ignores the first Damage it takes, so it can survive a Challenge that might Exile it.
Abilities
Here are the most common Abilities the Oracle Starter Deck has:
Restore and Hope Buffs, which keep your Beings on the Storyline longer.
Sudden Stat Buffs, which are how you turn a normal Storyline into a game-ending Turn.
Direct Damage or Point Removal, which is how you close games and also prevent your Opponent from doing so.
Drawing Verses, which is how you keep your Hand from becoming empty.
Removal, which is how you respond to an enemy threat that’s too dangerous to trade against.
Verses
Below are all 25 Verses that compose the Oracle Starter Deck.
Turn 1
Soaring Eagle is a 1/1 Fowl with Prophecy: when it’s Created, you Restore +1 Hope to Target Friendly Being, which helps your Beings stay active longer.
Death Fly is a 1/1 Creep with Darkness, letting it sit safely and making it awkward for your Opponent.
Fortune Moth is a 1/1 Creep that helps you build presence right away.
Ambush Viper is a 1/1 Dragon with Zeal, letting you quickly punish an opponent who starts too slowly.
Turn 2
Fruitful Fish is a 1/2 Fish that Buffs your Beings over time: at your End Of Turn, you Give Another Target Friendly Being +1 Hope, letting you build durability for no extra cost.
Evasive Hare is a 1/3 Beast with higher Hope than usual, making it a durable Being for absorbing Damage early in the Game.
Grievous Locust is a 2/1 Creep with Zeal, giving you aggression or early trades when you need it quickly.
Dietary Rules is an Event that gives you momentum: Deal 1 Damage to Target Enemy, and Draw a Verse, so you chip something down while refueling a Verse.
Rambunctious Ram is a 0/3 Cattle with Patience: when it’s Damaged, it gets +3 Strength, turning it into a nasty trap that becomes dangerous the moment the Opponent Damages it.
Rise Up And Walk is an Event that upgrades a Being instantly: Give Target Friendly Being +2 Strength and +2 Hope, which can save a unit, survive a trade, or set up as a serious threat against your Opponent.
Turn 3
Light In The Darkness is an Event that turns a normal Turn into a strong push: it Gives all Friendly Beings +2 Strength this Turn only, making trades better or letting you Challenge for a lot of Damage.
Unclean Woman is a 1/2 Woman with Unclean, which makes trading into it risky for your Opponent.
Joshua, Trustworthy Spy is a 2/2 Soldier with Darkness, helping it survive long enough to choose its moment to Move and Challenge.
Apollos, Bold Preacher is a 3/2 Man with Protect, which forces the Opponent to deal with it before anything else.
Promised Return is an Event that slows down your Opponent while refilling your Hand: Target Opponent Loses 3 Points, and you Draw a Verse, so it slows the Game down without costing you a Verse from your Hand.
Cornelius, First Gentile is a 3/1 Soldier with Anointing, letting it survive the first Damage and often trade better than it should.
Turn 4
Rising Dolphin is a 5/3 Fish with its high Strength, making it a straightforward midgame threat that forces the Opponent to answer it.
Crushed Under Foot is an Event that delivers a powerful impact: Deal 4 Damage to the Target Opponent, and Draw a Verse, combining offense with Hand advantage in a single play.
Caleb, Receiving Land is a 2/4 Soldier with Zeal, letting it instantly Challenge while still difficult to Exile.
James, To The Jews is a 4/1 Man with Zeal, giving you a strong surprise Challenge that can Exile an Enemy Being or strike for Points right away.
Turn 5
Piercing Bull is a 5/2 Cattle with Zeal, making it great for sudden pressure or even winning the late game.
Slew In Egypt is an Event that removes a problem cleanly: Exile Target Enemy Being, which is one of your most direct answers to an Enemy threat.
John, Beloved Believer is a 5/5 Man with big Stats, making it a straightforward finisher that’s difficult to trade against.
Turn 6
Tribal Lion is a 6/5 Beast with Protect, which makes it a heavy frontline guard that protects your other Beings.
Sacrificial Bullock is a 5/6 Cattle with Protect, acting like a massive wall that buys you time and protects your key Beings.
Rebel Starter Deck
This deck is made up of three different Ages, which are all from the Rebel Act. It’s about man doing his own will instead of following God’s word: the fall right from the beginning, the nation of Israel running the opposite way, and the most wicked time ever to be on Earth.
Strategy
This is an Aggro Deck, which means you’re trying to win before the Game slows down. You’re trying to create threats every Turn, force awkward trades, and finish the Game with direct pressure or with explosive Turns.
Mechanics
Here are the mechanics you'll come across with the various Beings from most to least common:
Prophecy triggers when Created, so it happens right when the Being enters the Storyline.
Resurrect triggers when Exiled, so it happens when the Being leaves the game.
Protect means the Being must be Challenged first, so it forces the Opponent to go through it before they can Challenge you or your other Beings.
Anointing means the Being ignores the first Damage it takes, so it can survive a Challenge that might Exile it.
Abundance means the Being can Challenge twice, so one Being can clear the Storyline or cause more Damage.
Forsake means you Exile a Verse from your Hand, so you forfeit a Verse in exchange for a stronger play.
Zeal means the Being can Challenge immediately, so it doesn’t have to wait a Turn before it can Challenge.
Abilities
Here are the most common Abilities the Rebel Starter Deck has:
Exile triggers, which is how you still get value even when your Beings get Exiled.
Point pressure, which is how you end Games quickly without needing perfect Storyline control.
Creation effects, which is how you swarm your Storyline with many Beings early.
Storyline damage, which is how you reset the Storyline when Games get messy.
Temporary power Buffs, which is how you successfully trade and swing for unexpected Damage.
Verses
Below are all 25 Verses that compose the Rebel Starter Deck.
Turn 1
Hopeful Dove is a 1/1 Fowl, an early presence meant to start applying pressure.
Jericho’s Trumpet is an Event that Gives Target Friendly Being +2 Strength, letting you win an early trade or apply extra Damage.
Scared Enemy is an Event that Sets Target Enemy Being’s Strength to 1, which can shut down a big threat or make a trade easier.
Left Behind Sinner is a 1/1 Man with Resurrect: when it’s Exiled, it Deals 1 Damage to All Players, which keeps Damage flowing even when it gets Exiled.
Evil Locust is a 3/2 Spirit with Prophecy: when it’s Created, Target Opponent Gains 3 Points, which is risky, but the huge stats are meant to overpower the Storyline immediately.
Mark Of The Beast is an Event that Gives Target Friendly Being +3/+3, then Exiles it at your End Of Turn, which is a temporary Buff meant to win the Game or force a strong Trade.
Turn 2
Swift Raven is a 2/2 Fowl, which is a decent Being that keeps your curve aggressive.
Shem, Among Family is a 2/1 Ancestor with Prophecy: when it’s Created, Give another Target Friendly Being Protect, which lets you shield a key Being and keep pressure going.
Samuel, Last Judge is a 1/1 Prophet with Prophecy: when it’s Created, Give another Target Friendly Being Anointing, which helps a fragile threat survive its first hit.
Angry Hornet is a 1/2 Creep with Prophecy: when it’s Created, Deal 1 Damage to Target Enemy Being, which helps you pick off weak units or set up a favorable Challenge.
Rise To The Top is an Event that Restores +5 Hope to Target Being, which keeps your best threat active through multiple Turns.
Brimstone Rider is a 4/3 Spirit with Forsake a Verse, which means you pay with a Verse from your Hand in exchange for a strong Being early.
Turn 3
Deceptive Serpent is a 3/1 Dragon with Prophecy: when it’s Created, Create a 1/1 Woman, which gives you extra Beings on the Storyline.
Seth, Replacing Abel is a 1/3 Child that Gains +1 Strength whenever a Friendly Being is Exiled, which turns your losses into a growing threat.
Ferocious Bear is a 2/4 Beast with Protect, which anchors your Storyline so your more important Beings can keep Challenging safely.
Gideon, Swift Warrior is a 2/2 Soldier with Anointing, which helps it survive the first Damage it takes.
Eagle Throne Beast is a 2/2 Spirit with Resurrect: when it’s Exiled, all Players Draw a Verse, which refills both Hands and helps you play more Verses if you reach the late game.
Turn 4
Eve, Mother Of All is a 2/2 Woman with Prophecy: when it’s Created, Create two 1/1 Children, which is great for setting up aggressive Turns.
Daniel, Inside Babylon is a 3/3 Child that makes Target Opponent Lose 2 Points whenever it Challenges, slowing your Opponent down each Turn.
Scorching Heat is an Event that Deals 3 Damage to all Beings and Players, which clears the Storyline and can even finish Games.
Deceiver, False Prophet is a 4/4 Man with Prophecy: when it’s Created, it Deals 1 Damage to all other Beings and Players, which softens the Storyline and adds more pressure immediately.
Turn 5
Wild Unicorn is a 4/3 Beast with Prophecy: when it’s Created, Create a 2/2 Beast, which gives you two threats in one Verse.
Moses, Water To Blood is a 4/5 Prophet with Resurrect: when it’s Exiled, Deal 1 Damage to all Enemy Beings, which punishes the Opponent for Exiling it.
Turn 6
Strong Ox is a 3/6 Cattle with Abundance, which can take over multiple Enemies when it's present.
Elisha, Double Portion is a 2/5 Prophet with Zeal and Abundance, making it a brutal late-game finisher the moment it enters the Storyline.
Legacy Starter Deck
This deck is made up of three different Ages, which are all from the Legacy Act. It’s about God visiting His people and doing what man couldn't: giving covenant promises, providing salvation in person, and sitting as the king of the world.
Strategy
This deck is an Event-heavy Control Deck. You’re not trying to race to victory. You’re trying to slow down your Opponent, cancel their best Abilities, and Draw enough Verses to stay ahead until the end.
Mechanics
Here are the mechanics you'll come across with the various Beings from most to least common:
Prophecy triggers when Created, so it happens right when the Being enters the Storyline.
Humble cancels a being’s abilities, so you can shut down threats instead of needing to remove them.
Protect means the Being must be Challenged first, so it forces the Opponent to go through it before they can Challenge you or your other Beings.
Abundance means the Being can Challenge twice, so one Being can clear the Storyline or cause more Damage.
Pray +1 damage increases your Event damage, so your damage Events hit harder than normal.
Fear prevents Interaction for two turns, so a feared being can’t move or challenge while it’s locked down.
Resurrect triggers when Exiled, so it happens when the Being leaves the game.
Darkness means the Being can’t be Targeted before Interacting, so it’s harder for the Opponent to Exile it until it has first Moved or Challenged.
Abilities
Here are the most common Abilities the Rebel Starter Deck has:
Drawing Verses, which is how you keep your Hand from becoming empty.
Restore and Hope Buffs, which keep your Beings on the Storyline longer.
Humbling effects, which is how you cancel enemy abilities and take control of the Storyline.
Direct Damage or Point Removal, which is how you close games and also prevent your Opponent from doing so.
Creation effects, which is how you swarm your Storyline with more Beings early.
Temporary power Buffs, which is how you successfully trade and swing for unexpected Damage.
Verses
Below are all 25 Verses that compose the Legacy Starter Deck.
Turn 1
Eager Bird is a 0/1 Fowl that Gains +1 Strength whenever you Play an Event, which rewards you for following this Deck's strategy.
First Year Male is a 0/1 Cattle that Gains +1 Strength whenever you Create a Being, which grows quickly as your Storyline fills up.
King Of Kings is an Event that Humbles Target Enemy Being, cancelling its Abilities so you can deal with it safely.
Royal Sovereignty is an Event that Deals 1 Damage to Target Enemy Being and Fears it, preventing Interaction for two Turns while you take control.
Living Waters is an Event that Gives Target Friendly Being +3 Strength this Turn only, letting you win a trade or push Damage at the right moment.
Turn 2
Temple Purification is an Event that Gives Target Friendly Being +2 Hope and Draws a Verse, combining Buffing with Hand advantage.
Crown Of Thorns is an Event that Deals 2 Damage to Target Enemy Being and Humbles it, weakening it while also cancelling its Abilities.
Truth Uncovered is an Event that makes all Beings Lose Darkness and Draws a Verse, turning off the protection they have from Targeting and giving you an additional resource.
Healing Leaves is an Event that Restores +2 Hope to all Friendly Beings, keeping your whole Storyline intact through pressure.
Abundant Multitude is a 0/4 Fish that lets Adjacent Beings Have +1 Strength, making your Storyline stronger just through positioning.
Turn 3
Leah, Older Sister is a 1/4 Woman with Pray +1 damage, increasing your Event Damage so your removal and pressure hit harder.
Last Supper Lamb is a 2/3 Cattle with Prophecy: when it’s Created, Restore +3 Hope to Target Friendly Being, giving you a strong midgame Buff.
Breaking Bread is an Event that Gives Target Friendly Being +3/+3, turning anybody into a serious threat.
Unmerited Rest is an Event that Gives Target Friendly Being Abundance, letting it Challenge twice in a single turn.
Kingdom Come is an Event that Exchanges Target Friendly Being for a 4/4 Bride with Protect, upgrading a small unit into a finisher.
Brave Leader is a 0/3 Child that Draws a Verse at your End Of Turn, helping you keep finding answers.
Turn 4
Isaac, Promised Seed is a 2/5 Ancestor with Pray +1 Damage, pushing your Event Damage into real removal range.
Crucifixion Centurion is a 2/2 Soldier with Prophecy: when it’s Created, Create a 2/2 Soldier, giving you two Beings from one play.
Under The Law is an Event that Humbles all Enemy Beings and Draws a Verse, shutting off their whole Storyline while keeping your Hand full.
John, Water Baptism is a 2/4 Prophet with Abundance, letting it Challenge multiple Enemies in a single Turn.
Turn 5
Abram’s Bad Dream is an Event that Creates five 1/1 Men, flooding the Storyline and setting up a huge next Turn.
Joseph, Come Near is a 3/6 Man with Protect, forcing the Opponent to go through it before they can reach any other Targets.
Mary, Lord’s Mother is a 4/5 Woman with Prophecy: when it’s Created, Restore +1 Hope to all Friendly Beings, Buffing your whole Storyline at once.
Turn 6
Thirsty Camel is a 4/4 Beast with Protect and Resurrect: Draw a Verse when it’s Exiled, so it guards and replenishes your Hand all in one.
Chastising Stripes is an Event that Deals 5 Damage to Target Enemy and makes Target Opponent Lose 5 Points, which can clear a threat and even close the Game.
Conclusion
That's the guide to all three Starter Decks. Now that you know how to play your deck, it's time to
In the Toptier Decks chapter, we're going to see all some of the best strategies currently known in the meta.
Chapter 15: Toptier Decks - Copy And Improve
Introduction
If you want to use the current top-tier decklists and refine them, then you've just found a goldmine.
In this chapter of the How To Play section, we’ll look at some strong strategies that you can copy and improve upon.
Alpha Wrath Aggro
Primeval Fish x3
Tempting Fruit x3
Pleasant Discovery x3
Bitter Wormwood x3
Left Behind Sinner x3
Evil Locust x3
Mark Of The Beast x3
War In Heaven x3
Brimstone Rider x3
Adam, One Flesh x3
Innocent Firstling x3
Deceptive Serpent x3
Seth, Replacing Abel x3
Abel, Righteous Martyr x3
Eve, Mother Of All x3
Noah, Ark Builder x2
Babylon, Mystery Harlot x3
Strategy
This is an Aggro Deck, which means you’re trying to win as fast as possible. Regardless of what you’re against, you’re constantly Challenging and targeting the Opponent directly, unless something is directly stopping you. You won’t want more than 5 Faith in total. This deck is built to end the game before you ever need more.
Turn 1
Primeval Fish is a 0 Cost 1/1 Fish with no special abilities, which makes it pure early pressure that doesn’t slow your Faith down.
Tempting Fruit is an Event that costs 1 Faith and Deals 2 Damage to a target Opponent, giving you early point pressure for almost no investment.
Pleasant Discovery is a 1 Faith Event that Draws three Verses, but you must Forsake two of them, giving you speed and filtering at the cost of your Hand.
Bitter Wormwood is a 1 Faith Event where you Exile a Verse from your Hand to Deal 4 Damage to a target enemy Being, giving you huge removal for cheap.
Left Behind Sinner is a 1 Faith 1/1 Man with Resurrect: when Exiled, it Deals 1 Damage to all Players, which keeps the game moving forward even when your board gets cleared.
Evil Locust is a 1 Faith 3/2 Spirit with Prophecy that gives your Opponent 3 Points when it’s Created, which is risky, but the stats are meant to overwhelm the Storyline immediately.
Mark Of The Beast is a 1 Faith Event that gives a target friendly Being +3 Strength and +3 Hope, then Exiles it at the end of your Turn, which is a temporary burst meant to win now.
Turn 2
War In Heaven is an Event that Deals damage to a target enemy equal to a die roll, giving you high-risk removal that can also blow open a Turn.
Brimstone Rider is a 4/3 Spirit that requires you to Forsake a Verse from Hand, trading your resources for early pressure.
Adam, One Flesh is a 1/1 Ancestor with Prophecy that Creates a 1/1 Woman, giving you an extra Being for pressure and future Buffs.
Innocent Firstling is a 0/1 Cattle that gains +1/+1 each time a Being is Exiled, which turns constant trades into a growing threat.
Turn 3
Deceptive Serpent is a 3/1 Dragon with Prophecy that Creates a 1/1 Woman, giving you more Beings while keeping your damage plan moving.
Seth, Replacing Abel is a 1/3 Child that gains +1 Strength each time a friendly Being is Exiled, rewarding you for playing aggressively into trades.
Turn 4
Abel, Righteous Martyr is a 3/2 Man with Prophecy that gives +3 Strength to another target friendly Being, letting you turn any Being into a serious finisher.
Eve, Mother Of All is a 2/2 Woman with Prophecy that Creates two 1/1 Children, giving you a wide board that threatens fast damage.
Turn 5
Noah, Ark Builder is a 3/2 Ancestor with Prophecy that grants Eternal to all other friendly Beings for this Turn only, letting you take trades you normally couldn’t survive.
Babylon, Mystery Harlot is a 7/2 Woman with Zeal that requires you to Forsake two Verses from Hand, giving you a massive finisher that can Challenge immediately.
Israel Church Midrange
End Of The Law x3
Land Inheritance x3
Tongues Of Fire x3
Forty Stripes Save One x2
Stephen, Stoned Martyr x3
Rise Up And Walk x2
Flock Sheep x3
Daily Communion x3
Promised Return x3
Preaching God's Grace x3
Jonah, Sent To Gentiles x3
Elijah's Mantle x3
Baal's Defeat x3
Bloody Jawbone x3
John, Beloved Believer x2
Saul, Desired Ruler x2
Peter, Jewish Apostle x3
Paul, Truth Of Grace x1
Bride, Body Of Christ x1
David, God's Heart x1
Strategy
This is a Midrange Deck, which means you’re trying to stay on top of your Opponent by disrupting what they’re doing and getting a bigger Storyline presence. If you’re against an Aggro Deck, you’re removing enemy Beings, and all subsequent actions are towards gaining Points. But if you’re up against a Control or Combo Deck, then you’ll need to win before their strategies overpower yours.
Turn 1
End Of The Law is an Event that lets you Exile any Damaged Being, giving you removal that works as soon as something gets marked.
Land Inheritance is an Event that makes you Draw a Verse whenever the targeted Being Challenges, rewarding you for staying active and aggressive.
Turn 2
Tongues Of Fire is an Event that gives a Target Friendly Being +4 Strength for this Turn only, letting you win an Interaction or push sudden Damage.
Forty Stripes Save One is an Event that Exiles the highest Hope enemy Being, removing the biggest wall on the Storyline.
Stephen, Stoned Martyr is a 1/2 Man with Prophecy: when it’s Created, Deal 1 Damage to another Target Being and Give it +2 Strength, giving you disruption and a buff in one play.
Rise Up And Walk is an Event that Gives a Target Friendly Being +2 Strength and +2 Hope, turning a small unit into a threat or saving one that would’ve been Exiled.
Flock Sheep is a 0/1 Cattle with Prophecy: when it’s Created, it Creates two 1/1 Cattle, giving you a wide Storyline for very little effort.
Turn 3
Daily Communion is an Event that gives all Friendly Beings Eternal for one Turn, letting your board take trades without taking Damage.
Promised Return is an Event that makes your Opponent Lose 3 Points and lets you Draw a Verse, keeping pressure on while refueling your Hand.
Preaching God’s Grace is an Event that gives +5 Strength to a Damaged Friendly Being, turning a wounded unit into a sudden finisher.
Jonah, Sent To Gentiles is a 1/4 Prophet that lets you Draw a Verse whenever it Challenges or is Challenged, keeping your Hand full while the game drags on.
Turn 4
Elijah’s Mantle is an Event that gives a Target Being +2/+2 and Abundance, letting it Challenge twice and swing the Storyline fast.
Baal’s Defeat is an Event that deals Damage to all enemy Beings equal to a die roll, giving you a swingy reset when the Opponent goes wide.
Bloody Jawbone is an Event that Deals 4 Damage to a Target enemy Being and Draws a Verse, combining removal with card advantage.
Turn 5
John, Beloved Believer is a 5/5 Man with no printed Ability, but the raw stats make it a clean body that trades well and pressures Points.
Saul, Desired Ruler is a 4/2 King with Prophecy: when it’s Created, Exile a Target enemy Being with 2 or less Strength, giving you removal attached to a strong attacker.
Turn 6
Peter, Jewish Apostle is a 3/7 Man with Patience: when he’s Damaged, he gains Protect and Abundance, turning one hit into a major swing in control.
Turn 7
Paul, Truth Of Grace is a 4/6 Man with Zeal and Patience, letting him Challenge immediately and then gain +5 Strength when he becomes Damaged.
Bride, Body Of Christ is a 6/7 Bride that gains +1/+1 at the start and end of every Turn, becoming a growing threat that ends games if left alone.
David, God’s Heart is a 5/3 King with Protect, Anointing, and Resurrect, and when he’s Exiled his Resurrect creates five 1/1 Cattle to keep your Storyline alive.
Hebrew Torah Gospel Control
Signs And Wonders x2
Burning Bush x3
Star Of Bethlehem x3
Sacred Turtledove x3
Adder In The Path x2
Famished Edom x2
Levite Priest x3
Holy Festival x3
Crowing Rooster x2
Release Barabbas x2
Lord's Promise x3
Fearful Nations x2
Desert Hardships x2
Rolled Away Stone x2
Potiphar's Fluster x3
Abram's Bad Dream x3
Generational Strife x1
Chastising Stripes x2
Seven Year Famine x2
Father’s Grief x2
Ark Of The Covenant x1
Keys Of Hell And Death x2
Strategy
In this Control Deck, your goal is to survive as long as possible so you can reach the late game where your strategy shines most. If you’re against an Aggro or Midrange Deck, you’re stopping them from becoming too powerful until you reach your later Turns. If you’re up against a Combo Deck, then you’ll need to either disrupt their win combination or gain Points as quickly as possible before they set up their combo pieces.
Turn 1
Signs And Wonders is an Event that Returns a Friendly Being to your Hand, letting you save a Being from being Exiled or replay its Prophecy.
Burning Bush is an Event that Deals 3 Damage to a Target Enemy, giving you cheap removal or pressure.
Star Of Bethlehem is an Event that Humbles a Target Being and Draws a Verse, shutting off Abilities while refueling your Hand.
Turn 2
Sacred Turtledove is a 2/1 Fowl with Prophecy: when it’s Created, Draw a Verse, giving you early consistency.
Adder In The Path is a 2/3 Dragon that Deals 1 Damage to all Beings whenever you Play an Event, punishing wide boards and turning your Events into steady control.
Famished Edom is an Event that Deals 2 Damage to a Target Enemy and Fears it, weakening a threat and preventing Interaction for two Turns.
Levite Priest is a 3/2 Priest with Prophecy: when it’s Created, Return another Target Friendly Being to your Hand, protecting key Beings and letting you reuse Prophecy.
Holy Festival is an Event that Returns any Being to its player’s Hand and Draws a Verse, disrupting the Storyline while replacing itself.
Crowing Rooster is a 1/1 Fowl with Pray +1 Event damage and Resurrect: Draw a Verse, boosting your Event Damage while still giving value when it’s Exiled.
Release Barabbas is an Event that Exiles an Enemy Being with 3 or less Strength, giving you clean removal for early threats.
Turn 3
Lord’s Promise is an Event that Draws two Verses, helping you stay stocked for the long game.
Fearful Nations is an Event that gives Fear to all Enemy Beings, stopping their Interactions for two Turns so you can set up safely.
Desert Hardships is an Event that Deals 1 Damage to all Enemy Beings and Draws a Verse, softening wide boards while refueling.
Rolled Away Stone is an Event that Exiles an Enemy Being with 5 or more Strength, answering late-game threats directly.
Turn 4
Potiphar’s Fluster is an Event that Deals 6 Damage to any Enemy target, giving you a hard answer to big Beings or a way to finish a weakened Opponent.
Turn 5
Abram’s Bad Dream is an Event that Creates five 1/1 Men, flooding the Storyline with blockers or bodies for later Turns.
Turn 6
Chastising Stripes is an Event that Deals 5 Damage to a Target Enemy Being and makes the Opponent Lose 5 Points, swinging both the Storyline and the score at once.
Generational Strife is an Event that Deals 3 Damage to all Enemy Beings and Fears them, clearing boards and locking down what survives.
Turn 7
Seven Year Famine is an Event that Deals 5 Damage to all Enemy Beings, acting as a full board clear in the late game.
Father’s Grief is an Event that Deals 10 Damage to a Target Enemy, Exiling nearly anything on demand.
Ark Of The Covenant is an Event that Draws seven Verses, refilling your Hand so you can take over the late game.
Keys Of Hell And Death is an Event that replays all Friendly Exiled Events, then Removes itself and all Friendly Exiled Verses from the game, giving you one massive finishing Turn of repeated value.
Stars Power Combo
Praising Harp x3
Tread The Winepress x3
Cast Out Of Heaven x2
Burning Altar x3
Truth Uncovered x3
Guarding Jerusalem x3
Deadly Scorpion x3
Virgin Birth x3
Lake Of Fire x3
Heavenly Protection x3
Brave Leader x3
Follow The Sun x3
Crushed Under Foot x3
Continue The Story x3
River Of Punishment x3
Imprisoned Dragon x3
Great White Throne x3
Strategy
In this Combo Deck, you'll use the Stars and Power Ages. Your goal is to win on a single Turn once you have all your combo pieces together. Regardless of which other archetype you're against, you want to place Verses like Tread The Winepress and Lake Of Fire as Faith. It's also good to have Imprisoned Dragon on your Storyline, which will give you +2 damage for each Damage-dealing Event you play. When you can pull off the combination, you'll want to play all of your Redeem Verses at once and target your Opponent with all of them.
Turn 1
Praising Harp is an Event that provides an instant +2 Faith for the Turn, letting you explode into multiple plays when it matters most.
Tread The Winepress is an Event that Deals 4 Damage to a Target Enemy, then Redeems a Faith Verse back to your Hand so you can keep chaining plays.
Turn 2
Burning Altar is an Event with Discern that lets you either Deal 2 Damage to a Target Being or Draw a Verse, giving you flexibility while you set up.
Cast Out Of Heaven is an Event that Exiles a Target Enemy Being, but the player controlling that Being Draws two Verses, so it removes a threat while giving your Opponent resources.
Truth Uncovered is an Event that makes all Beings lose Darkness and lets you Draw a Verse, turning off protection from Targeting while refueling your Hand.
Guarding Jerusalem is an Event that Redeems a Verse and Creates three 1/1 Men with Protect, putting a wall on the Storyline to buy you time.
Turn 3
Deadly Scorpion is a 1/1 Creep with Darkness and Unclean, making it hard to Target early while Exiling anything it Damages.
Virgin Birth is an Event with Discern that lets you either Give a Target Friendly Being +4 Strength or Give it +4 Hope and Protect, depending on what you need right now.
Heavenly Protection is an Event that Redeems a Verse and Deals 3 Damage to all Enemy Beings, giving you a board swing while keeping resources flowing.
Lake Of Fire is an Event that Redeems two Verses and Deals 7 Damage to a Target Enemy, giving you a massive hit that can end the game or remove a key obstacle.
Brave Leader is a 0/3 Child that Draws you a Verse at the end of each Turn it remains on the Storyline, helping you find and hold your combo pieces.
Turn 4
Follow The Sun is an Event with Discern that lets you either make your Opponent Lose 7 Points or Restore +7 Hope to a Target Being, letting you choose between closing the game or surviving longer.
Crushed Under Foot is an Event that Deals 4 Damage to the Target Opponent and Draws a Verse, combining pressure with extra cards.
Turn 5
Continue The Story is an Event that makes the Target Opponent Lose Points equal to a die roll, and then lets you Draw that many Verses, creating a huge swing when the roll goes your way.
River Of Punishment is an Event with Discern that lets you either Deal 5 Damage to a Target Enemy Being or Deal 2 Damage to all Enemy Beings, giving you a choice between single-target removal or a board clear.
Imprisoned Dragon is a Dragon with 8 Hope and no Strength that has Pray +2 damage, passively increasing the Damage dealt by your Events so your combo Turn hits much harder.
Great White Throne is an Event that Humbles all Beings, Exiles all Beings, and then Removes all Exiled Verses, resetting everything when the board gets out of control.
Conclusion
These are some of the best decks in Bible TCG. Now that you have a baseline to follow, it's finally the time to cover each and every card in the AlephTau Set.
In the AlephTau Cards chapter, we'll cover all the cards from the first edition so you can truly master the game.
Chapter 16: AlephTau Cards - Learn The Entire Set
Introduction
If you want to know everything about playing Bible TCG, you've reached the final frontier.
In this chapter of the How To Play section, we’ll explain all 235 cards from the First Edition AlephTau Set of Bible TCG.
Praising Harp
Praising Harp is an Holy Event from the Stars Age, costing 0 faith and providing an instant +2 faith for the turn. This makes it an essential resource booster, enabling powerful plays without any cost.
Strategic Use In Gameplay
Praising Harp is a zero-cost Holy Event that grants +2 faith for the turn, making it a staple for any deck looking to accelerate into big plays earlier than expected. Its instant tempo boost can swing the momentum in your favor, helping you establish powerful board presence quickly.
Synergies And Combinations
Mid-Range Power Spike: Enables you to play high-cost Beings or powerful Events early, turning the tide before your opponent can stabilize.
Event Synergy: Triggers effects that activate when Events are played, multiplying the value of a single card in the right deck.
Game Staple: Whether you're setting up an aggressive push or preparing a defensive wall, this card fits into almost any deck thanks to its versatility and tempo advantage.
Frequently Asked Questions
Q: Can I save the extra faith gained from Praising Harp for the next turn?
A: No, the +2 faith is temporary and only applies for the current turn.
Q: Can I play multiple Praising Harp cards in one turn?
A: Yes, as long as you have them in your hand, you can play multiple copies to generate even more faith.
Q: Does this card count as a Verse for effects that interact with Events?
A: Yes, it is an Event, so any effects that trigger when you play an Event will activate.
God’s Arrow
God’s Arrow is a Common Event from the Stars Age, costing 0 faith and dealing 1 damage to a target opponent. It is a quick and efficient way to weaken an enemy without spending resources.
Strategic Use In Gameplay
God’s Arrow is a zero-cost Event that deals 1 damage directly to the opponent, making it a quick and efficient pressure tool. Its ability to activate event-based synergies and contribute to combo chains makes it a valuable inclusion in many decks, especially those focused on tempo and resource efficiency.
Synergies And Combinations
Event Chains: Triggers effects tied to playing Events, helping to enable decks built around repeated Event play.
Pray Combo: Pairs well with Pray Beings to amplify total damage output, helping close games faster or soften up defenses.
Efficient Pressure: Keeps the opponent under pressure for no cost, making it a reliable inclusion in any strategy that wants to maximize value from every card.
Frequently Asked Questions
Q: Can God’s Arrow target Beings, or only Players?
A: This card specifically targets an opponent, not their Beings.
Q: Can I use God’s Arrow if my opponent has Protect on a Being?
A: Yes, since Protect only affects Beings, this card bypasses those defenses and directly damages the opponent.
Q: Is this card useful in the late game?
A: While its 1 damage may seem small, it can be crucial for winning the game if you're nearly there.
Soaring Eagle
Soaring Eagle is a Common Fowl Being from the Stars Age, costing 1 faith with 1 strength and 1 hope. Its Prophecy ability triggers upon Creation, restoring +1 hope to a target Being, making it a valuable support unit.
Strategic Use In Gameplay
Soaring Eagle is a flexible support Being that brings value the moment it enters the Storyline. Its ability to restore 1 hope can make the difference between survival and defeat, especially in early game exchanges. It shines in decks that rely on durability, synergy, and ongoing restoration.
Synergies And Combinations
Restore Synergy: Works well with cards that gain strength from being restored or trigger effects when restore occurs.
Sustaining Big Beings: Perfect for extending the lifespan of high-impact Beings like those with Protect, ensuring they stay on the Storyline longer to absorb Challenges.
Early Game Edge: Even a single hope can turn the tide in early trades, keeping your tempo intact while your opponent falls behind in board presence.
Frequently Asked Questions
Q: Can Soaring Eagle restore itself?
A: Yes, it can, but it won't profit anything.
Q: Can the restore effect be increased?
A: Not directly, but combining it with other restore-based cards can amplify its impact.
Q: Is this card useful in aggressive decks?
A: While it’s more suited for support roles, it can help keep offensive Beings alive longer.
Judging Crow
Judging Crow is an Uncommon Fowl Being from the Stars Age, costing 1 faith with 1 strength and 1 hope. Its Prophecy ability triggers upon Creation, dealing 1 damage to a target enemy Being, making it an efficient early-game control tool.
Strategic Use In Gameplay
Judging Crow is an efficient early-game play that delivers instant impact by dealing 1 damage to an enemy Being upon Creation. Its low cost and built-in Prophecy effect make it a great tool for early trades, allowing you to remove or weaken opposing Beings while establishing your own board presence.
Synergies And Combinations
Solid Early Trade: Ideal for controlling the board in the opening turns, either by finishing off weakened Beings or softening targets for future Challenges.
Fowl Synergy: Plays well in Fowl-themed decks, especially those that rely on tribal effects or Prophecy triggers.
Aggro Pressure: A perfect fit in aggressive strategies where every point of damage and tempo matters. Its on-play effect can clear a blocker and let your other Beings swing freely.
Frequently Asked Questions
Q: Can Judging Crow target the opponent directly?
A: No, it only targets enemy Beings.
Q: Can I activate its effect multiple times
A: No, Prophecy triggers only once when the card is played, unless otherwise stated by another ability.
Q: Does it bypass Protect?
A: Yes, you can target any opponent being, even if a Being with Protect is on the field.
Cast Out Of Heaven
Cast Out Of Heaven is an Uncommon Event from the Stars Age, costing 2 faith. This card exiles a target enemy Being and the player controlling it draws two verses, making it a powerful removal tool with a unique drawback.
Strategic Use In Gameplay
Cast Out Of Heaven offers powerful removal at a low cost, exiling a target enemy Being for just 2 faith cost. While it allows its controlling player to draw two verses, the value of removing a key threat often outweighs the drawback, especially when it leads to a game-winning play or shuts down their comeback potential.
Synergies And Combinations
Cheap Finisher: Use it late game to eliminate blockers or powerful Beings and push for the victory on that same turn to avoid the cost of your opponent drawing 2 verses.
Managing Draw: Time it wisely, if your opponent is near deck-out or unlikely to benefit from the extra verses, you gain massive tempo with little risk.
Draft Value: As an Uncommon removal card at only 2 cost, it becomes a premium pick in draft formats, giving you an efficient answer that can shift control back in your favor.
Frequently Asked Questions
Q: Can I use Cast Out Of Heaven on my own Beings?
A: No, this card specifically targets an enemy Being.
Q: Why does the opponent draw two verses?
A: Because this removal ability only costs 2 Faith to play, the set back of having the opponent draw 2 verses is necessary.
Q: Does this work against Beings with Protect?
A: Yes, you can target any enemy being, even if the Being has Protect.
Fruitful Fish
Fruitful Fish is a Common Fish Being from the Stars Age, costing 2 faith with 1 strength and 2 hope. Its ability triggers at the end of each turn, granting +1 hope to another friendly Being, making it a valuable support card for sustaining a board presence.
Strategic Use In Gameplay
Fruitful Fish is a supportive Fish Being that thrives in midrange decks, helping your other Beings survive and stay on the board longer. Its ability to restore +1 hope to another friendly Being at the end of each turn makes it a consistent tool for sustaining key units and maintaining board presence.
Synergies And Combinations
Sustain Engine: Perfect for keeping key Beings alive, especially those with high value or Protect, by providing steady buffing every turn.
Fish Tribal: Fits naturally into Fish-themed decks, supporting synergies that benefit from having multiple Fish on the storyline.
Midrange Backbone: Contributes to resilience-focused midrange strategies, where maintaining a strong and healthy board over time leads to victory.
Frequently Asked Questions
Q: Can Fruitful Fish give hope to itself?
A: No, it must target another friendly Being for healing.
Q: Does the giving of hope stack if multiple copies are in play?
A: Yes, if you have more than one Fruitful Fish, they can give hope to different targets, the same Being multiple times, or even each other.
Q: Is this card effective in aggressive decks?
A: Not typically, as it is designed for sustained board presence rather than immediate impact.
Guard The Woman
Guard The Woman is an Uncommon Event from the Stars Age, costing 2 faith. It grants a target friendly Being +1/+2 and Protect, ensuring that it must be Challenged before other Beings.
Strategic Use In Gameplay
Guard The Woman is a strong utility card that not only increases a Being’s durability but also shifts your opponent’s attention. By granting +1/+2 and Protect, this card can turn any friendly Being into a priority target, giving your more fragile or valuable Beings room to breathe and operate without immediate threat.
Synergies And Combinations
Buffing a Key Being: Use this card on an already solid frontline Being to make it even more resilient and harder to remove.
Shielding Your Support: Protect works best when other Beings behind the frontlines have valuable effects or stats. This card buys them time by forcing your opponent to deal with the protected target first.
Controlling Engagement: With Protect in place, your opponent can’t freely Challenge you with their beings, until all of your Protect being are exiled.
Frequently Asked Questions
Q: Does Protect apply permanently?
A: Yes, once granted, Protect remains on the Being unless removed by another effect.
Q: Can I stack multiple Guard The Woman effects on the same Being?
A: Yes, a Being can receive multiple Protect buffs, and their stats will continue increasing.
Q: Can I target a Being that already has Protect?
A: Yes, but it won’t stack. Protect does not duplicate, but the +1/+2 boost will apply.
Evasive Hare
Evasive Hare is a Common Beast Being from the Stars Age, costing 2 faith with 1 strength and 3 health. It does not have any special abilities, but its higher health makes it a durable unit for absorbing attacks early in the game.
Strategic Use In Gameplay
Evasive Hare is a durable early-game defender with 3 hope, allowing it to absorb hits and protect your more fragile Beings. It provides a solid foundation for board control, giving you time to develop stronger plays while maintaining early presence.
Synergies And Combinations
Early Defense: Use Evasive Hare to stall aggressive openings and preserve your key Beings while setting up your strategy.
Buffing Potential: Pair it with stat-boosting cards to turn this defensive creature into a mid-game threat with lasting power.
Beast Synergy: Fits naturally into decks focused on the Beast type, gaining from effects that strengthen or support other Beasts.
Frequently Asked Questions
Q: Does Evasive Hare have any abilities?
A: No, its main strength is its higher health compared to other early-game Beings.
Q: Can I use buffs on Evasive Hare to make it stronger?
A: Yes, it works well with stat-boosting effects to become a stronger presence on the field.
Q: Is this card good for aggressive decks?
A: Not particularly, as it is more suited for absorption and survival than dealing damage.
Water Of Life
Water Of Life is a Rare Event from the Stars Age, costing 2 faith. It features Discern, allowing the player to choose between giving a friendly Being +2/+2 or creating a 2/2 Fish. This choice-driven ability makes it a flexible tool for either strengthening an existing unit or summoning a new one.
Strategic Use In Gameplay
Water Of Life is a versatile Rare Event offering a powerful Discern effect that adapts to your board state. Whether you need to buff a friendly Being or create a new 2/2 Fish, it gives you the tools to strengthen your position no matter the circumstance. This makes it especially valuable in decks that appreciate situational flexibility.
Synergies And Combinations
On-Board Buffing: If you already have a Being on the storyline, the +2/+2 boost can immediately elevate its threat level or help it win upcoming trades.
Board Building: If your board is empty, creating a 2/2 Fish provides a fast way to re-establish presence and defend against pressure.
Tactical Flexibility: Ideal in decks that benefit from adaptable plays, giving you control over how to respond based on game flow.
Frequently Asked Questions
Q: Can I use Water of Life if I have no friendly Beings in play?
A: Yes, in that case, you would simply choose the option to create a 2/2 Fish.
Q: Can I choose both options?
A: No, Discern forces the player to choose one of the two effects per use, unless another ability specifically says that you can.
Q: Does the +2/+2 bonus last permanently?
A: Yes, the bonus remains on the Being unless removed by another effect.
Burning Altar
Burning Altar is an Uncommon Event from the Stars Age, costing 2 faith. Its Discern ability gives you a powerful choice, deal 2 damage to a target Being or draw a verse. Whether you need removal or resources, this card offers flexibility when it matters most.
Strategic Use In Gameplay
Burning Altar is an Uncommon Event with Discern that gives you a choice between dealing 2 damage to a target Being or drawing a verse. This flexibility makes it a key card for adjusting your tempo, able to remove threats early or refuel your hand in the late game.
Synergies And Combinations
Early Removal: Use it early to take out smaller Beings or finish off a weakened threat, helping control the board.
Late Game Draw: When you're low on resources, the draw option helps you stay in the game and dig for answers.
Flexible Utility: Works in both aggressive and control strategies, giving value regardless of the game’s pace or your board state.
Frequently Asked Questions
Q: Can I use Burning Altar without any enemy Beings on the field?
A: Yes, you can still choose the draw effect even if there are no valid targets for damage.
Q: Can I target my own Being with the damage?
A: Yes, you can, if it serves a strategic purpose (such as triggering Patience or Resurrect effects).
Q: Does Discern mean I can use both effects?
A: No, you must choose one: deal damage or draw. Only one effect resolves per use, unless another ability says you can.
Deadly Scorpion
Deadly Scorpion is a Rare Creep Being from the Stars Age, costing 3 faith, with 1 strength and 1 hope. It carries the dual abilities of Darkness and Unclean, making it untargetable before it interacts, and exiling any Being it damages. Though small in stats, it is lethal in impact.
Strategic Use In Gameplay
Deadly Scorpion is a Rare Creep that brings removal pressure over time. With Darkness, it can’t be targeted before interaction, making it difficult to deal with early. Its effect to exile damaged Beings turns trades into permanent removal, making it a delayed threat with a serious long-term payoff.
Synergies And Combinations
Silent Setup: You can play it early without needing immediate value, waiting for the right time to strike and remove.
Trade Punisher: Forces opponents to rethink combat, knowing any Being damaged by it will be exiled permanently.
Hard to Remove: With Darkness, it dodges a range of effects until it’s interacted with, making it a durable threat in slower matchups.
Frequently Asked Questions
Q: Can Deadly Scorpion be targeted by buffs before it interacts?
A: No, because of Darkness, it cannot be targeted until after it has interacted (moved or challenged).
Q: What happens if Deadly Scorpion damages a Being with high Hope?
A: That Being is exiled, regardless of how much Hope it has, due to Unclean.
Q: Does Unclean exile even if Deadly Scorpion is defeated in the same Challenge?
A: Yes. As long as it deals damage, Unclean triggers, even if it’s removed in the exchange.
Lost Lamb
Lost Lamb is an Uncommon Cattle Being from the Stars Age, costing 3 faith, with 2 strength and 3 hope. Its ongoing effect grants +1 strength to all other friendly Cattle, making it a valuable support card for tribe-based strategies.
Strategic Use In Gameplay
Lost Lamb is an Uncommon Cattle Being that boosts all other friendly Cattle with +1 strength. It’s a tribal engine that turns a simple board into a threatening stampede, making it a solid pick for decks built around momentum and unity.
Synergies And Combinations
Cattle Tribal Core: Strengthens your entire herd, amplifying the power of other Cattle Beings on the board.
Stat Buff Synergy: Makes smaller Cattle punch harder, improving trade potential and offensive pressure.
Board Momentum: Excellent in midrange builds, where a consistent presence turns into overwhelming strength.
Frequently Asked Questions
Q: Does Lost Lamb buff itself?
A: No, the effect only applies to other friendly Cattle Beings.
Q: Do newly created Cattle also receive the bonus?
A: Yes, any friendly Cattle that enters the Storyline while Lost Lamb is active gets the +1 strength.
Q: Does the buff stack if I have multiple Lost Lambs?
A: Yes, each Lost Lamb applies its own effect, allowing multiple buffs to stack on your other Cattle.
Light In The Darkness
Light In The Darkness is a Common Event from the Stars Age, costing 3 faith. It grants +2 strength to all friendly Beings for the current turn, providing a powerful, temporary boost to swing momentum or finish the game.
Strategic Use In Gameplay
Light In The Darkness is a Common Event that gives +2 strength to all friendly Beings for the turn, making it a powerful finisher or trade enhancer. When your board is ready, this card turns your entire lineup into a sudden threat.
Synergies And Combinations
Finishing Blow: Great for pushing winning damage, especially when your board is already set up.
Board-Wide Buff: Use it to win key trades, giving your Beings the power boost needed to clear enemy threats efficiently.
Momentum Spike: Fits into decks that build wide, transforming a stable board into a burst of pressure in one turn.
Frequently Asked Questions
Q: Does the strength bonus last beyond this turn?
A: No, the +2 strength applies only for the current turn and resets afterward.
Q: Will Beings created after playing this card still get the buff?
A: No, only Beings already on the Storyline when Light In The Darkness is played receive the bonus.
Q: Does this card affect Beings with 0 strength?
A: Yes, the +2 strength applies to all friendly Beings, even those with 0 base strength.
Virgin Birth
Virgin Birth is a Common Event from the Stars Age, costing 3 faith. It uses Discern to let you choose between giving a target friendly Being +4 strength or +4 hope and Protect, providing powerful versatility depending on your board state.
Strategic Use In Gameplay
Virgin Birth is a Common Event with Discern, offering a choice between +4 strength or +4 hope and Protect to a friendly Being. It’s a flexible combat tool that lets you tailor your buff depending on whether you need offensive pressure or defensive protection.
Synergies And Combinations
Combat Advantage: Boosts strength for an unexpected trade, turning small Beings into major threats.
Protect Key Units: Grants Protect and extra hope to preserve other crucial Beings, forcing opponents to deal with it first.
Discern Flexibility: Adapt your play to offense or defense, making it an excellent tool in varied game states.
Frequently Asked Questions
Q: Can I use Virgin Birth on a Being that already has Protect?
A: Yes, but the Protect ability does not stack, only the +4 hope will apply again.
Q: Do I have to choose an option when I play the card?
A: Yes, Discern forces you to choose one of the two effects at the time of play.
Q: Does the strength or hope bonus last beyond this turn?
A: Yes, both the +4 strength and +4 hope are permanent unless removed by another effect.
Rising Dolphin
Rising Dolphin is a Common Fish Being from the Stars Age, costing 4 faith, with 5 strength and 3 hope. With no special abilities, its sheer stats make it a forceful mid-game presence, representing overwhelming strength bursting onto the scene.
Strategic Use In Gameplay
Rising Dolphin is a Common Fish Being that brings a solid 5 strength for just 4 faith, making it a high-value play in the midgame. Its stats let it apply pressure early and trade effectively, especially in decks that want to build tempo.
Synergies And Combinations
Midrange Anchor: A go-to play for stabilizing your board and forcing challenges in the middle turns.
Fish Tribal Build: A strong fit for Fish synergy decks, helping you maintain pressure while enabling tribal effects.
Stat Efficiency: Delivers more strength per cost than most 4-cost Beings, making it ideal for board control or offense.
Frequently Asked Questions
Q: Does Rising Dolphin have any special abilities?
A: No, it relies solely on its solid stats for impact.
Q: Can Rising Dolphin be boosted further with support cards?
A: Yes, like any Being, it benefits from strength or hope modifiers.
Q: Is Rising Dolphin better in offense or defense?
A: With 5 strength, it excels in offensive roles, but its 3 hope gives it decent durability as well.
Follow The Sun
Follow The Sun is an Uncommon Event from the Stars Age, costing 4 faith. It uses Discern to offer a dramatic choice, target opponent loses 7 points, or restore +7 hope to a target Being. It’s a powerful card that lets you determine the next turn in your story.
Strategic Use In Gameplay
Follow The Sun is a Rare Event with Discern, allowing you to either restore 7 hope to a friendly Being or make an opponent lose 7 points. This gives it strong flexibility in both aggressive and defensive game plans, making it valuable in a wide range of decks.
Synergies And Combinations
Control Opponents: Choose point loss to slow down or finish aggressive opponents, turning the tide in your favor.
Secure Key Beings: Massive hope restoration helps preserve vital Beings, especially Protect units that are central to your strategy.
Discern Flexibility: Switch modes based on the board state, offense when pushing, or defense when holding.
Frequently Asked Questions
Q: Can I target any Being with the restore effect?
A: Yes, you can restore +7 hope to any target Being, including your own or even an opponent’s, if strategically useful.
Q: Does the -7 point effect ignore Protect?
A: Yes, since it targets the opponent directly, Protect does not interfere.
Q: Can I split the effects or use both?
A: No, Discern requires you to choose one effect per use of the card.
Rejected Horseman
Rejected Horseman is an Uncommon Lord Being from the Stars Age, costing 4 faith, with 2 strength and 4 hope. It features Discern, allowing you to either deal 2 damage to a target enemy Being or Humble it, canceling its abilities and reducing it to its raw stats.
Strategic Use In Gameplay
Rejected Horseman is an Uncommon Lord Being with Discern, allowing you to either deal 2 damage to an enemy Being or Humble it, removing its abilities. This makes it a strategic tool for controlling threats and gaining advantage in key trades.
Synergies And Combinations
Neutralize Abilities: Use Humble to shut down dangerous effects, especially on Beings that rely on passives abilities like Protect.
Efficient Trades: Deal 2 damage to finish off weakened Beings or combine with other effects to remove key threats.
Discern Flexibility: Pick the mode that best fits the situation, damage for board control, or Humble for ability denial.
Frequently Asked Questions
Q: What does Humble do exactly?
A: Humble removes all abilities from the targeted Being, reducing it to base stats and stripping away its powers.
Q: Can I choose the same option each time I play this card?
A: Yes, Discern gives you the choice every time, pick whichever effect suits your situation.
Q: Does Humble affect buffs already applied to the Being?
A: Yes, Humble removes all abilities and buffs, resetting the Being to its original base Strength and Hope values.
Crushed Under Foot
Crushed Under Foot is a Common Event from the Stars Age, costing 4 faith. It delivers a powerful impact: deal 4 damage to the target opponent, and draw a verse, combining offense with card advantage in a single play.
Strategic Use In Gameplay
Crushed Under Foot is a Common Event that deals 4 damage to a target opponent and lets you draw a verse. It’s an excellent late-game finisher that also provides card value for maintaining pressure.
Synergies And Combinations
Aggressive Finisher: Ideal for closing out games, especially in aggro decks pushing for the final blow.
Draw Advantage: Replaces itself with another verse, keeping your momentum going into the next turn.
Event Synergy: Supports event-based strategies and pairs well with effects that reward verse plays.
Frequently Asked Questions
Q: Can Crushed Under Foot target a Being?
A: No, this card only targets the opponent Player, not their Beings.
Q: Can I increase the damage dealt if I have a Being with Pray?
A: Yes. For each Pray counter you control, the damage dealt by this Event increases by 1.
Q: Can this be played with no other cards in hand?
A: Yes, as long as you have 4 faith, you can play it even with no other cards in hand, and you’ll draw immediately after.
Piercing Bull
Piercing Bull is a Common Cattle Being from the Stars Age, costing 5 faith, with 5 strength and 2 hope. It has Zeal, meaning it can Challenge immediately upon creation, making it a fast and forceful attacker right out of the gate.
Strategic Use In Gameplay
Piercing Bull is a Common Cattle Being with Zeal, allowing it to Challenge immediately upon entering. With 5 strength for 5 faith, it’s a powerful offensive threat that puts immediate pressure on your opponent.
Synergies And Combinations
Aggressive Closer: A great late-game attacker that can deliver a surprise Challenge the moment it’s played.
Cattle Synergy: Benefits from and boosts other Cattle tribal cards, creating a stampede of value.
Surprise Pressure: Its Zeal can catch opponents off guard, especially when they leave themselves open to a Challenge.
Frequently Asked Questions
Q: Can Piercing Bull Challenge the turn it’s created?
A: Yes, thanks to Zeal, it can Challenge immediately, bypassing the usual Created delay.
Q: What happens if it Challenges and gets defeated right away?
A: It still deals its full damage in the Challenge, even if removed afterward.
Q: Does Zeal activate multiple times?
A: No, Zeal only applies once when the Being is first Created.
Continue The Story
Continue The Story is a Rare Event from the Stars Age, costing 5 faith. When played, it causes the target opponent to lose points equal to a die roll, and also lets you draw that many verses, combining risk with high reward and momentum.
Strategic Use In Gameplay
Continue The Story is a Rare Event that introduces randomness through a die roll, causing your opponent to lose points while you draw that many verses. This card is ideal for shifting momentum in your favor by both slowing your opponent and expanding your hand.
Synergies And Combinations
RNG Power Play: Capable of delivering major swing turns, especially when the roll is high.
Resource Boost: One of the few cards that can fill your hand quickly, helping combo decks or control setups.
Opponent Control: The point loss disrupts aggressive opponents, especially in tight games.
Frequently Asked Questions
Q: How many verses do I draw with this card?
A: You draw a number of verses equal to the result of the die roll, just like the points your opponent loses.
Q: What kind of die is used?
A: Use a six-sided die (D6), 1 roll to determine both the number of verses drawn and points lost.
Q: Can the opponent’s points go into the negative?
A: No, your opponent must have points to remove in the first place. If you remove more points than your opponent already has, then their points simply go down to 0.
River Of Punishment
River Of Punishment is a Common Event from the Stars Age, costing 5 faith. With Discern, you can choose to either deal 5 damage to a target enemy Being or deal 2 damage to all enemy Beings, giving you the ability to strike precisely or punish broadly.
Strategic Use In Gameplay
River Of Punishment is a Common Event with Discern, letting you choose between dealing 5 damage to a single enemy Being or 2 damage to all enemy Beings. This flexibility allows you to adapt based on the board state, making it a valuable tool for both targeted removal and clearing wide boards.
Synergies And Combinations
Major Threat Control: Use the 5-damage option to eliminate high-stat enemy beings that could otherwise dominate the field.
Board Wipe Utility: The 2-damage to all is highly effective against swarms of smaller Beings, especially in early or mid-game pressure.
Flexible Removal: Works well in control decks or midrange builds that need efficient answers to various threats.
Frequently Asked Questions
Q: Can I use the 5 damage option if there are multiple enemy Beings?
A: Yes, Discern lets you choose, you can focus damage on one or spread it, regardless of how many Beings are in play.
Q: Does the 2 damage affect friendly Beings?
A: No, it only affects enemy Beings, leaving your side untouched.
Q: If I choose one effect, can I use the other later?
A: No, each use of the card only allows one option to be chosen when played.
Elder Ram
Elder Ram is an Uncommon Cattle Being from the Stars Age, costing 6 faith, with 5 strength and 5 hope. It features Discern, giving you a choice: deal 2 damage to a target enemy Being, or grant this Being +2 hope and Protect, offering control or durability based on your need.
Strategic Use In Gameplay
Elder Ram is an Uncommon Cattle Being that costs 6 faith and offers Discern, giving you a choice between dealing 2 damage to an enemy Being or gaining +2 hope and Protect. With a base statline of 5/5, it can either weaken enemies or scale into an unbreakable frontline threat.
Synergies And Combinations
Discern Flexibility: Adjust your decision based on the current board, removal or resilience as needed.
Protect Power Play: Adding +2 hope and Protect turns Elder Ram into a 7-hope juggernaut that opponents must face head-on.
Opportunistic Trades: The 2 damage option opens up smart trades, softening strong targets so your other Beings can take them down efficiently.
Frequently Asked Questions
Q: Does Protect make Elder Ram immune to all attacks?
A: No, Protect only forces it to be Challenged first—it can still be damaged, but opponents must target it before others.
Q: Can I use Discern every turn?
A: No, Discern activates only once when Elder Ram is Created, unless otherwise modified by another card.
Q: Does the +2 hope stack with other buffs?
A: Yes, the hope bonus is permanent and cumulative with other modifiers unless removed.
Tribal Lion
Tribal Lion is a Common Beast Being from the Stars Age, costing 6 faith, with 6 strength and 5 hope. It comes with Protect, meaning it must be Challenged first, standing as a shield before your other Beings.
Strategic Use In Gameplay
Tribal Lion is a Common Beast Being with 6 strength, 5 hope, and built-in Protect. As a frontline wall, it forces opponents to challenge it before reaching your other Beings, giving you time to set up your board and dictate trades.
Synergies And Combinations
Beast Tribe Synergy: Fits well into Beast tribal decks that benefit from strong, synergistic board presence.
Protect Key Beings: Shields your more fragile or high-impact allies, ensuring they stay safe behind the lion's defense.
Anti-Aggro Anchor: Against fast decks, Tribal Lion holds the line and absorbs pressure, keeping your points and Beings intact.
Frequently Asked Questions
Q: What does Protect mean in this context?
A: It means Tribal Lion must be Challenged first before any other of your Beings can be.
Q: Can it still be targeted by effects or Events?
A: Yes, Protect only affects Challenges, not card effects that target Beings.
Q: Is Tribal Lion good for both offense and defense?
A: Yes. Its high strength and hope, combined with Protect, make it ideal for both absorbing damage and dishing it out.
Good Shepherd
Good Shepherd is a Rare Lord Being from the Stars Age, costing 7 faith, with 8 strength and 6 hope. Its Resurrect ability activates upon Creation, giving all other friendly Beings +2/+2, making it a game-changing presence the moment it leaves play.
Strategic Use In Gameplay
Good Shepherd is a Rare Lord Being with 8 strength and 6 hope, and when it leaves play, its Resurrect grants +2/+2 to all other friendly Beings. This massive team-wide buff can instantly swing the game in your favor, making it a powerful finisher and turning even small Beings into formidable threats.
Synergies And Combinations
Buff All Other Beings: Works best with wide boards. The more allies you have, the more value you gain from the +2/+2 boost.
High-Strength: With 8 strength, Good Shepherd stands among the strongest Beings in the game.
Game Finisher: Play Good Shepherd when your board is full to close out the game, breaking through defenses or overwhelming your opponent with buffed Beings.
Frequently Asked Questions
Q: Does Good Shepherd buff itself with Prophecy?
A: No, the +2/+2 bonus applies to all other friendly Beings, not to Good Shepherd itself.
Q: Do new Beings get the bonus if played afterward?
A: No, only Beings already on the Storyline at the moment Good Shepherd leaves play receive the Resurrect buff.
Q: Can I trigger Resurrect again after it activates?
A: No, Resurrect triggers once when the Being is is exiled, unless another effect states otherwise.
Dragon From The North
Dragon From The North is a Holy Dragon Being from the Stars Age, costing 7 faith, with 8 strength and 8 hope. When it is Created, its Prophecy erupts with devastating force, you must forsake your entire hand, exiling every Verse you hold, and then exile all other Beings on the Storyline. Nothing remains but the Dragon. It's a total purge, your hand is emptied, and the battlefield is cleared, leaving only the wrathful echo of its descent.
Strategic Use In Gameplay
Dragon From The North is a Holy Dragon Being that exiles all other Beings on Creation and clears your hand of Verses. It’s one of the most powerful topdeck cards, especially when your hand is empty or the board is flooded.
Synergies And Combinations
Best Topdeck Verse: When drawn at the right time, this card instantly resets the storyline, giving you a clean slate to push your lead or regain control.
Board Wipe Tool: Its Prophecy effect exiles all other Beings, making it a devastating one-sided removal if timed correctly.
Next Turn Finisher: With 8 strength, it becomes a massive threat if left unanswered, often securing the game on your following turn.
Frequently Asked Questions
Q: What happens if I don’t have any Verses in hand when I play this?
A: You can still play the card! All cards in your hand (no matter how many) will be exiled.
Q: Does Dragon From The North exile itself?
A: No, the Prophecy exiles all other Beings, not Dragon From The North itself.
Q: Can I still draw verses after forsaking them?
A: Yes, you can draw verses on future turns, but you exile all verses in hand immediately upon playing this card.
Primeval Fish
Primeval Fish is an Uncommon Fish Being from the Alpha Age, costing 0 faith, with 1 strength and 1 hope. Though simple in form and costless to play, this card represents the first motion of life in the sea, echoing the earliest act of divine creation.
Strategic Use In Gameplay
Primeval Fish is a 0-cost Fish Being with 1 strength and 1 hope, making it an excellent early-game option for establishing presence without spending Faith.
Synergies And Combinations
Zero-Cost Utility: Allows you to extend your board or trigger being-based synergies without costing any Faith, ideal for efficient turns.
Fish Tribe: Pairs well with Fish-themed decks, activating bonuses from cards that boost or interact with Fish Beings.
Setting Up a Wide Board: Great for flooding the storyline early, especially in strategies that benefit from numerous low-cost Beings.
Frequently Asked Questions
Q: Can I play Primeval Fish without paying any cost?
A: Yes, it costs 0 faith and can be played freely as long as you have space on your Storyline.
Q: Does Primeval Fish have any abilities?
A: No, it has no special abilities, its value lies in its accessibility and support potential.
Q: Is it useful later in the game?
A: While weaker late-game, it can still trigger synergies or act as a strategic blocker.
Shame’s Awakening
Shame’s Awakening is an Uncommon Event from the Alpha Age, costing 0 faith. It targets a single Being and sets its hope to 1, stripping away its durability and exposing it to defeat. A small card with massive impact, especially when timed with precision.
Strategic Use In Gameplay
Shame’s Awakening is a 0-cost Event that instantly sets a target Being’s hope to 1, making it a powerful tempo tool to disarm major threats without using any Faith.
Synergies And Combinations
Zero-Cost Benefit: Offers immediate impact at no cost, allowing you to preserve Faith for other important plays during your turn.
Weaken Key Threats: Turns even the biggest Beings into fragile targets, opening up easy trades or setting them up for removal.
Event Synergy: Works well in decks built around Events, especially those that trigger bonuses from playing multiple Events.
Frequently Asked Questions
Q: Can I target my own Beings with this card?
A: Yes, but be cautious, setting their hope to 1 makes them extremely vulnerable.
Q: Does this permanently change a Being’s hope?
A: Yes, it resets the Being’s current hope to 1, overriding any buffs or original values.
Q: Can this target Beings with Protect?
A: Yes, Protect only affects Challenges, not targeting from Events.
Hopeful Dove
Hopeful Dove is a Common Fowl Being from the Alpha Age, costing 1 faith, with 1 strength and 1 hope. Though small and simple, this Being carries a message of immense spiritual weight, a sign that judgment has passed, and hope is returning.
Strategic Use In Gameplay
Hopeful Dove is a 1-cost Fowl Being that fits effortlessly into early-game strategies and helps develop a wide board presence.
Synergies And Combinations
Fowl Tribe: Strengthens synergy with other Fowl cards, especially those that benefit from tribal mechanics.
Low Cost Being: Its minimal cost makes it a great choice for filling your storyline early or combining with multiple plays in a single turn.
Wide Board Setup: Ideal for spreading your forces, it plays a role in setting up buffs and synergy effects across a full field of Beings.
Frequently Asked Questions
Q: Does Hopeful Dove have any special abilities?
A: No, it is a basic Being, meant to support strategies through tribe and theme rather than raw power.
Q: Is this card better early or late in the game?
A: It's typically best early, helping to establish presence and synergy.
Q: Can I use this card in non-Fowl decks?
A: Yes, its low cost makes it versatile, even outside of Fowl-themed builds.
Tempting Fruit
Tempting Fruit is an Uncommon Event from the Alpha Age, costing 1 faith and dealing 2 damage to a target opponent. Simple and sharp, this card embodies the quiet yet catastrophic weight of one small act of disobedience.
Strategic Use In Gameplay
Tempting Fruit is a low-cost Event that deals direct damage to your opponent, perfect for triggering synergies and gaining an edge in combo-oriented decks.
Synergies And Combinations
Pray Synergy: Combines well with Beings that have Pray, amplifying damage dealt during coordinated attacks.
Combo Card: Serves as a reliable damage source for finishing turns, setting up sequences, or activating conditional effects.
Event Synergy: Benefits from cards that trigger or gain bonuses when Events are played, making it a useful tool in event-heavy builds.
Frequently Asked Questions
Q: Can this card target a Being instead of an opponent?
A: No, Tempting Fruit specifically targets an opponent, not their Beings.
Q: Does this damage stack with other effects?
A: Yes, it can be combined with other damage sources, such as Pray, for greater impact in a single turn.
Q: Is this card only useful early game?
A: While best early, it can still be decisive in closing out games when an opponent is low on points.
Boarding The Ark
Boarding The Ark is an Uncommon Event from the Alpha Age, costing 1 faith. It grants Eternal to a target friendly Being for this turn only, making it immune to damage for the duration of the turn. This temporary protection can turn the tide in a critical moment.
Strategic Use In Gameplay
Boarding The Ark grants Eternal to a target friendly Being for a turn, making it immune to damage and perfect for critical plays or defensive turns.
Synergies And Combinations
Protect Key Being: Use to shield high-value or Protect Beings during pivotal moments in battle.
Trade: Great for making a favorable trade, especially when needing to take down a stronger enemy while preserving your own unit.
Event Synergy: Works in decks that capitalize on Events, adding value while keeping board presence intact.
Frequently Asked Questions
Q: What does Eternal mean in this card?
A: Eternal makes the targeted Being immune to damage for the rest of the turn. It cannot be harmed by attacks or effects.
Q: Does this card protect against exile or Humble effects?
A: No, Eternal only blocks damage, not exile, Humble, or stat-altering abilities.
Q: Can I use this card after my Being has already taken damage?
A: Yes, but it will not heal previous damage—it only prevents damage going forward.
Curious Mouse
Curious Mouse is a Common Creep Being from the Alpha Age, costing 1 faith, with 1 strength and 1 hope. It grants +1 strength to adjacent Creeps, making it a subtle support unit that adds quiet power to the lowliest ranks.
Strategic Use In Gameplay
Curious Mouse is a low-cost Creep Being that boosts adjacent Creeps, helping you establish early board control and create aggressive lanes of pressure.
Synergies And Combinations
Creep Tribe: Works best with other Creeps, especially when placed between them to maximize strength bonuses.
Low Cost Being: Ideal for early deployment, giving you a quick board presence with support potential.
Aggressive Momentum: Helps create early offensive pressure, especially in decks aiming for fast-paced victories.
Frequently Asked Questions
Q: Does Curious Mouse affect non-Creep Beings?
A: No, the +1 strength bonus applies only to adjacent Creeps.
Q: Do buffs from multiple Curious Mice stack?
A: Yes, adjacent Creeps can receive multiple bonuses if next to more than one Curious Mouse.
Q: Is Curious Mouse useful outside of Creep decks?
A: It’s best in decks built around multiple Creeps, where its bonus has the most effect.
Pleasant Discovery
Pleasant Discovery is a Rare Event from the Alpha Age, costing 1 faith. When played, you draw three verses, but must Forsake two of them, exiling them from your hand. This powerful card offers a glimpse of great potential, while reminding you that not all gifts can be held at once.
Strategic Use In Gameplay
Pleasant Discovery lets you draw three verses, giving a major boost to your hand, while its Forsake mechanic helps you filter out unwanted cards and sharpen your strategy.
Synergies And Combinations
Trim Deck to Get Key Cards: A powerful tool for deck thinning, helping you dig deep for game-winning plays or combo pieces.
Event Synergy: Enhances decks that benefit from playing Events, especially those with chain triggers or condition-based effects.
Forsake Synergy: Activates cards or strategies that reward verse exiling, making it valuable in resource-focused or exile-based builds.
Frequently Asked Questions
Q: Do I choose which verses to Forsake after drawing them?
A: Yes, you draw three verses, then choose two to exile from your hand.
Q: What happens if I don’t want to exile any of the drawn verses?
A: You must Forsake two of the three drawn verses. This is a required part of the effect and cannot be avoided.
Q: Does exiling verses this way activate effects that respond to Forsaking?
A: Yes. Forsaking a verse through this card counts as exiling, so any abilities that trigger from verses being Forsaken will activate as normal.
Adam, One Flesh
Adam, One Flesh is an Uncommon Ancestor Being from the Alpha Age, costing 2 faith, with 1 strength and 1 hope. When Created, its Prophecy triggers, creating a 1/1 Woman, a companion to stand beside him. It’s a simple yet profound representation of the beginning of family, covenant, and unity.
Strategic Use In Gameplay
Adam, One Flesh brings immediate board expansion through his Prophecy, creating a 1/1 Woman and establishing early presence with a low-cost Ancestor.
Synergies And Combinations
Wide Board Presence: Great for swarming and preparing multiple attackers or defenders early on.
Ancestor and Woman Tribe: Supports both tribal synergies, enhancing decks built around family or generational themes.
Good Aggressive Set Up: A solid early-game play that opens paths for buffs, challenges, and faster pressure.
Frequently Asked Questions
Q: What are the stats of the Woman created by Adam, One Flesh?
A: The Woman created, the Deceived Woman token, is a 1 strength / 1 hope Being with no additional abilities.
Q: Can the Woman be targeted or boosted like any other Being?
A: Yes, once created, she functions as a normal friendly Being and can be targeted, buffed, or played as any other.
Q: Does the creation of the Woman count as playing a card?
A: No, the Woman is created by the Prophecy effect, not played from your hand, so it does not trigger effects that
Swift Raven
Swift Raven is a Common Fowl Being from the Alpha Age, costing 2 faith, with 2 strength and 2 hope. A balanced unit with no abilities, this card captures a key moment in Scripture, the first bird sent from the ark, released into a world still bearing the weight of judgment.
Strategic Use In Gameplay
Swift Raven is a versatile Fowl Being with a well-balanced stat line, making it a reliable body for early and mid-game presence, especially within the Alpha Age.
Synergies And Combinations
Fowl Tribe: Enhances synergy with other Fowl cards, especially those benefiting from tribal support or restoration effects.
Solid Body: Its balanced 2/2 stat line allows it to trade efficiently or hold the line while stronger plays are developed.
Alpha Synergy: Fits well in Alpha Age decks, where early momentum and simple, effective Beings are key.
Frequently Asked Questions
Q: Does Swift Raven have any special abilities?
A: No, it is a vanilla Being—its strength lies in consistent stats rather than effects.
Q: Is this card useful in late game?
A: It’s mainly effective early to mid-game but can still support strategies that require Fowl creatures.
Q: Can Swift Raven be buffed like other Beings?
A: Yes, it can benefit from buffs, support abilities, and tribal synergies like any other Being.
Innocent Firstling
Innocent Firstling is a Holy Cattle Being from the Alpha Age, costing 2 faith, with 0 strength and 1 hope. Each time a Being is exiled, it gains +1/+1, growing stronger through what is removed. Though it begins small, it is rooted in a foundational principal, a picture of sacrifice.
Strategic Use In Gameplay
Innocent Firstling starts small but grows rapidly in the right setting. When played before combat or a removal-heavy turn, it can quickly become a powerhouse, especially in wide board setups.
Synergies And Combinations
Massive Early Game Threat: If left unchecked, it can scale quickly, forcing opponents to redirect resources just to remove it.
Play Before Trading: Drop this card before initiating trades or exiling, letting it absorb the buffs from your own plays.
Works Well with Wide Board Strategies: In decks with multiple Beings, this card shines as each exile feeds its strength and hope.
Frequently Asked Questions
Q: Does Innocent Firstling gain +1/+1 when any Being is exiled, even enemy ones?
A: Yes, it gains +1/+1 whenever any Being is exiled, regardless of owner.
Q: Can it gain multiple buffs in a single turn?
A: Yes, each exile event triggers the ability, so it can grow quickly in the right setup.
Q: What happens if Innocent Firstling is exiled before other Beings are removed?
A: If Innocent Firstling is no longer on the Storyline, it will not gain any bonuses from exiles that happen afterward. It must
Shem, Among Family
Shem, Among Family is a Common Ancestor Being from the Alpha Age, costing 2 faith, with 2 strength and 1 hope. Upon Creation, its Prophecy grants Protect to another friendly Being, shielding Shem from harm and forcing it to be Challenged first.
Strategic Use In Gameplay
Shem, Among Family delivers instant protection to another Being through his Prophecy, making him a key defensive tool in both family-themed and midrange decks.
Synergies And Combinations
Protect Key Being: Use Shem to shield high-value units, support Beings, or crucial threats that need time to grow.
Get a Big Being to Block the Opponent: When paired with a high-hope unit, Shem enables a formidable wall that opponents must challenge first.
Ancestor Tribe: Fits into Ancestor synergy decks, enhancing lines that focus on generational legacy and family bonds.
Frequently Asked Questions
Q: Can Shem target himself with his Prophecy?
A: No, Shem’s Prophecy must target another friendly Being, not himself.
Q: What does Protect do?
A: Protect forces that Being to be Challenged first before others can be attacked or targeted.
Q: Can I trigger Shem’s Prophecy more than once?
A: No, Prophecy only activates once when Shem is Created, unless specifically stated by another ability.
Destroy The Wicked
Destroy The Wicked is a Rare Event from the Alpha Age, costing 3 faith. It exiles target highest strength target enemy Being, removing the greatest threat on the battlefield with a single, decisive act. It’s not a strike of chance, but a measure of God’s judgment, as seen in the days of Noah.
Strategic Use In Gameplay
Destroy The Wicked is a rare and efficient removal verse that targets and exiles the strongest enemy threat on the board, making it ideal for stopping momentum from midrange decks.
Synergies And Combinations
Good Removal: Cleanly handles high-strength Beings, often taking out a major threat for just 3 faith.
Event Synergy: Supports decks that trigger bonuses when Events are played or benefit from stacking events.
Stops Mid-Late Game Threats: Especially powerful against decks that lean on single powerful Beings, clearing the path for a comeback or final push.
Frequently Asked Questions
Q: What if multiple enemy Beings have the highest strength?
A: If there’s a tie, you target one of the tied Beings to exile.
Q: Does this affect Beings with Protect?
A: Yes, Protect does not stop this effect, since it’s not a Challenge, it’s exile.
Q: Can this card target my own Beings?
A: No, it specifically targets an enemy Being with the highest strength.
Hungry Cattle
Hungry Cattle is an Uncommon Cattle Being from the Alpha Age, costing 3 faith, with 2 strength and 2 hope. Its ongoing ability gives +1/+1 to all other friendly Cattle, turning a humble herd into a growing force on the Storyline.
Strategic Use In Gameplay
Hungry Cattle strengthens your field by giving +1/+1 to all other friendly Cattle, making it a natural pick for tribal synergy and wide board builds.
Synergies And Combinations
Good Buffing Card: Boosts the entire board when filled with other Cattle, helping turn modest Beings into threats.
Cattle Tribe: Works best in tribal decks, enhancing other Cattle and snowballing board control.
Good with Wide Boards: Shines in decks that flood the field, multiplying its buff effect across numerous Beings for maximum pressure.
Frequently Asked Questions
Q: Does Hungry Cattle give itself the +1/+1 bonus?
A: No, it boosts all other friendly Cattle, not itself.
Q: Do the buffs stack with multiple Hungry Cattle?
A: Yes, each Hungry Cattle adds +1/+1 to other Cattle, so the effect multiplies.
Q: Does this affect Cattle created after Hungry Cattle enters play?
A: Yes, any new Cattle Beings played while Hungry Cattle is on the field receive the buff immediately.
Deceptive Serpent
Deceptive Serpent is a Common Dragon Being from the Alpha Age, costing 3 faith, with 3 strength and 1 hope. Upon Creation, its Prophecy triggers, creating a 1/1 Woman, replaying the moment of temptation from the beginning of humanity’s story.
Strategic Use In Gameplay
Deceptive Serpent plays a dual-role by entering as a strong early-game threat and automatically creating a 1/1 woman, giving you an instant board presence with value.
Synergies And Combinations
Sets Up Wide Board: Instantly creates a second Being, making it great for swarm strategies and early aggression.
Dragon and Woman Tribe: Connects with Dragon and Woman tribal synergies, unlocking access to powerful tribe-specific buffs and interactions.
High Strength Being for Ability: At 3 strength for 3 faith, this serpent delivers solid stats while also providing an extra body, increasing value.
Frequently Asked Questions
Q: What are the stats of the Woman created by Deceptive Serpent?
A: The Deceived Woman token, is a 1 strength / 1 hope Being with no abilities.
Q: Can Deceptive Serpent trigger its Prophecy again later?
A: No, Prophecy only triggers once, when the card is Created.
Q: Can I place the Woman where I want on my Storyline?
A: Yes, you must target an empty slot to create the Woman. If there are no slots available, the woman will not be created.
Seth, Replacing Abel
Seth, Replacing Abel is a Common Child Being from the Alpha Age, costing 3 faith, with 1 strength and 3 hope. Each time a friendly Being is exiled, Seth gains +1 strength, growing slowly in a fallen world.
Strategic Use In Gameplay
Seth, Replacing Abel is a smart inclusion in decks that value board-wide support. His ability to gain strength whenever a friendly Being is exiled lets him grow stronger over time, offering scaling value as the game progresses.
Synergies And Combinations
Good with Wide Boards: Thrives in swarm strategies where multiple Beings may be exiled through combat or effects.
Play Before Trades: Drop Seth before initiating trades to capitalize on the exiling of your own Beings, growing his strength immediately.
Snowball Potential: If left unchecked, Seth can become a major threat, gaining power with each friendly exile and quickly snowballing out of control.
Frequently Asked Questions
Q: Does Seth gain strength when enemy Beings are exiled?
A: No, only friendly Beings being exiled will trigger his ability.
Q: Can he gain multiple strength in a single turn?
A: Yes, each friendly Being exiled in a turn gives him +1 strength, and the effects stack.
Q: Does Seth’s strength reset or stay permanently?
A: The strength gained remains permanently, unless removed by another card effect.
Abel, Righteous Martyr
Abel, Righteous Martyr is an Uncommon Man Being from the Alpha Age, costing 4 faith, with 3 strength and 2 hope. When Created, his Prophecy gives +3 strength to another target friendly Being, a final act of blessing even in the shadow of his death.
Strategic Use In Gameplay
Abel, Righteous Martyr brings solid mid-game pressure with a 3/2 body and a Prophecy ability that buffs another Being, helping you maintain tempo and board control.
Synergies And Combinations
Strength Buff: Grants +3 Strength to another friendly Being, perfect for strengthening a key threat.
Man Synergy: Supports Man tribal builds, combining well with other men of the Bible.
Mid Game Pressure: With good stats and an impactful entrance effect, Abel helps you swing the board or maintain your advantage.
Frequently Asked Questions
Q: Can Abel target himself with his Prophecy?
A: No, the bonus must be given to another friendly Being.
Q: What happens if there are no other Beings when he enters play?
A: The effect fails, as there is no valid target for the Prophecy.
Q: Does the +3 Strength buff last permanently?
A: Yes, the bonus remains on the target Being unless removed by another effect.
Terrible Reckoning
Terrible Reckoning is a Common Event from the Alpha Age, costing 4 faith. When played, it deals 3 damage to target two lowest hope enemy Beings, targeting the most fragile parts of the enemy's field with sudden, divine force.
Strategic Use In Gameplay
Terrible Reckoning is a low-cost control tool that excels at disrupting aggressive strategies. By dealing 3 damage to the two lowest hope enemy Beings, it efficiently clears out smaller units and blunts early game pressure.
Synergies And Combinations
Good Control Against Aggro: Targets weaker enemy Beings commonly found in aggro decks, helping you stabilize early.
Removal: Acts as a versatile removal spell that can potentially eliminate two threats with a single card.
Stop Aggressive Opponents: A reliable way to slow down aggressive plays, giving you time to build your board or draw into key cards.
Frequently Asked Questions
Q: What if there is only one enemy Being?
A: Only that Being will take 3 damage. The second damage instance is ignored if no other valid target exists.
Q: What happens if multiple Beings share the lowest hope?
A: The controller of the card targets which two among them receive the damage.
Q: Does this card bypass Protect?
A: Yes, Protect only affects challenging, not targeting events.
Eve, Mother Of All
Eve, Mother Of All is a Common Woman Being from the Alpha Age, costing 4 faith, with 2 strength and 2 hope. When Created, her Prophecy triggers and creates two 1/1 Children, establishing her as a foundational support Being that multiplies life onto the Storyline.
Strategic Use In Gameplay
Eve, Mother of All offers incredible board presence by creating three total Beings upon entry. She’s ideal for early tempo, swarm tactics, or setting up combo plays with other tribal synergies.
Synergies And Combinations
Create 3 Beings: Instantly fills your board with one Woman and two Children, giving you a strong early setup.
Woman and Child Tribe: Works seamlessly with tribal support cards, boosting tribe-specific strategies.
Set Up for Buffs: A great target for buff effects, turning small units into a formidable force quickly.
Frequently Asked Questions
Q: What are the stats of the Children created by Eve?
A: The Children, two Son of Man tokens, are 1 strength / 1 hope Beings with no abilities.
Q: Can I choose not to create the Children?
A: No, Prophecy is mandatory, and the Children will enter the field unless there are no available slots to create them.
Q: Do the Children count toward tribal effects or other synergies?
A: Yes, they count as Beings and can interact with effects that include Child-type or token Beings.
Noah, Ark Builder
Noah, Ark Builder is a Rare Ancestor Being from the Alpha Age, costing 5 faith, with 3 strength and 2 hope. Upon Creation, his Prophecy grants Eternal to all other friendly Beings for this turn only, shielding them from damage and echoing the divine protection of the ark.
Strategic Use In Gameplay
Noah, Ark Builder delivers a massive swing turn by granting Eternal to all friendly Beings for the turn. This makes your board immune to damage, allowing for aggressive challenges and unbeatable trades.
Synergies And Combinations
Incredible Swing: Perfect for pushing damage or resetting the board in your favor when you’re ready to strike.
Great Trades: Ensures your Beings survive combat, letting you take out key threats without losing anything.
Good with Wide Boards: Shines in swarm strategies, where multiple Beings benefit from the temporary protection.
Frequently Asked Questions
Q: What does Eternal do?
A: Eternal means the Being cannot take damage for the rest of the turn it's granted.
Q: Does Noah himself gain Eternal from his Prophecy?
A: No, his Prophecy affects all other friendly Beings, not himself.
Q: What happens if I play another Being after Noah is Created?
A: Only Beings already on the field when Noah is Created will receive Eternal.
Wild Unicorn
Wild Unicorn is a Common Beast Being from the Alpha Age, costing 5 faith, with 4 strength and 3 hope. Upon Creation, its Prophecy triggers and creates a 2/2 Beast, unleashing more power onto the Storyline through a strong support companion.
Strategic Use In Gameplay
Wild Unicorn is a strong board-building card that creates a 2/2 Beast upon entry, immediately giving you two Beings. With 4 strength itself, it adds both power and presence to your lineup.
Synergies And Combinations
Beast Synergy: Supports Beast tribal decks, offering two Beast bodies for combo setups.
Create a Force with 2 Beings: Instantly adds multiple threats to the board, giving you pressure and defense.
High Strength: A solid stat line for a 5-cost card, allowing you to challenge or defend effectively.
Frequently Asked Questions
Q: What are the stats of the Beast created by Wild Unicorn?
A: The Baby Beast token, is a 2 strength / 2 hope with no special abilities.
Q: Can the created Beast benefit from Beast-related buffs?
A: Yes, it is a full Beast Being and can interact with any cards that affect Beasts.
Q: Does the created Beast enter play immediately?
A: Yes, it is created as part of the Prophecy trigger when Wild Unicorn is brought into play.
Fallen Angel
Fallen Angel is a Holy Spirit Being from the Alpha Age, costing 6 faith, with 4 strength and 6 hope. At the end of each of your turns, it creates a 2/2 Soldier with Protect, steadily reinforcing and multiplying the battlefield with defensive power.
Strategic Use In Gameplay
Fallen Angel is a powerful late-game threat that generates a 2/2 Soldier with Protect at the end of each of your turns. This continuous creation makes it a snowball engine that demands attention from your opponent.
Synergies And Combinations
Incredible Snowball Threat: If left unchecked, Fallen Angel will fill the board with Protect-equipped Soldiers, forcing unfavorable trades.
Token Protects Fallen Angel: The Soldier token acts as a shield, requiring the opponent to challenge it first, which helps keep this being safe.
Spirit and Soldier Synergy: Works well in decks focused on Spirit support or token generation, and can easily fit into tribal synergies involving Soldiers.
Frequently Asked Questions
Q: When exactly does Fallen Angel create a Soldier?
A: At the end of each of your turns, a 2/2 Soldier with Protect is created automatically.
Q: Can the Soldier be targeted or attacked directly?
A: The Soldier has Protect, so it must be Challenged first before other Beings can be attacked.
Q: What happens if Fallen Angel is removed before the end of turn?
A: If it’s not on the field when the turn ends, no Soldier will be created for that turn.
Strong Ox
Strong Ox is a Common Cattle Being from the Alpha Age, costing 6 faith, with 3 strength and 6 hope. It possesses Abundance, meaning it can Challenge twice per turn, delivering sustained offense and pressure.
Strategic Use In Gameplay
Strong Ox brings a durable body with 6 hope and Abundance, allowing it to Challenge twice each turn. This makes it a strong presence on the board capable of applying pressure or controlling multiple threats.
Synergies And Combinations
Synergizes with Strength Buffs: Cards that increase strength greatly amplify the value of Abundance, letting Strong Ox Challenge twice with even more impact.
Solid Hope Stat: Its 6 hope lets it survive multiple engagements, ideal for mid-to-late game stability.
Cattle Synergy: Fits well in Cattle-based decks that reward wide boards and stat boosts.
Frequently Asked Questions
Q: Can Strong Ox Challenge the same Being twice in one turn?
A: Yes, it may Challenge the same or different Beings during its two Challenge opportunities.
Q: Can Abundance challenge players directly?
A: Yes, Abundance allows multiple Challenges, which can target Beings and players alike.
Q: What happens if Strong Ox is weakened mid-turn?
A: If Strong Ox loses strength or becomes unable to Challenge (e.g., Feared), it will lose it's ability to Challenges twice.
Gigantic Behemoth
Gigantic Behemoth is an Uncommon Beast Being from the Alpha Age, costing 7 faith, with a formidable 8 strength and 5 hope. It's ability, it Fears target enemy being. Meaning it won't be able to Interact for 2 turn, the turn it's played and the following one.
Strategic Use In Gameplay
Gigantic Behemoth is a powerhouse with 8 strength, capable of overpowering nearly any opponent it Challenges. With Fear ability, it stops an enemy threat in it's tracks, making it a safe late-game play that demands direct answers.
Synergies And Combinations
Darkness Strategy: Perfect for decks that rely on high-impact, giving you time to control the board or set up game-winning plays.
Beast Synergy: Works well with Beast tribal support, which can offer buffs or utility for sustained pressure.
Huge Strength: Its immense 8 strength makes it a top-tier attacker, capable of punching through defenses and closing out games.
Frequently Asked Questions
Q: What does Fear do to an enemy Being?
A: Fear prevents that Being from interacting (moving, Challenging, or using abilities) for two turns, the current and the next one. It’s a strong control effect.
Q: Can I target any enemy Being with Behemoth’s effect?
A: Yes. You can Fear any targetable enemy Being, even those with high stats or special abilities.
Q: What if the Being already has Fear?
A: The effect is refreshed, resetting the duration of Fear for another two turns starting from that turn.
Dreadful Leviathan
Dreadful Leviathan is a Rare Dragon Being from the Alpha Age, costing 7 faith, with 7 strength and 2 hope. It possesses both Zeal and Anointing, allowing it to Challenge immediately and ignore the first instance of damage it would receive.
Strategic Use In Gameplay
Dreadful Leviathan brings Zeal and Anointing, making it a terrifying topdeck. It can Challenge immediately and ignore the first damage, giving you a powerful way to shift momentum and pressure your opponent as soon as it enters play.
Synergies and Combinations
Zeal: Great for aggressive or comeback plays, Challenge the moment it’s played and take control of the board.
Anointing: Helps it endure damage-based effects and survive crucial turns, especially when facing trades or removal.
Topdeck Threat: Its immediate impact makes it a game-turning topdeck, especially in tight situations.
Frequently Asked Questions
Q: What does Anointing do?
A: Anointing means the Being ignores the first damage it would take while on the Storyline.
Q: Can Dreadful Leviathan Challenge immediately when played?
A: Yes, Zeal allows it to Challenge the turn it enters, bypassing the usual summoning delay.
Q: Does Anointing refresh every turn?
A: No, Anointing only prevents the first damage instance, and does not reset unless the Being leaves and re-enters play.
United Brothers
United Brothers is a Common Event card from the Hebrew Age, costing 0 faith to play. It applies Fear to a target enemy being, preventing interaction for two turns (the turn played and the next one). This low-cost utility tool can shift momentum in your favor by pausing a major threat, especially in decks with Event synergy or strategies that need to protect a key being.
Strategic Use In Gameplay
United Brothers is a deceptively powerful utility card. At 0 cost, it’s a tempo tool that freezes an enemy Being, buying you two turns of protection or control.
Synergies And Plays
Buys You Time: Stop a major threat while you set up your board.
Safeguard Allies: Protect a key being that might otherwise be targeted or challenged.
Event Synergy: Fits smoothly into decks with Event-based combos or pray triggers.
Frequently Asked Questions
Q: What does Fear do?
A: Fear prevents a Being from interacting, including Challenging, Targeting, or moving, for two turns (The turn played and the following one).
Q: Can the feared being be the target of buffs or events from its own controller?
A: Yes, unless otherwise stated. Fear prevents interaction initiated by the feared being, not effects that affect it.
Q: Does Fear go away if the Being is moved or replaced?
A: No, the effect lasts for two turns, regardless of slot or position.
Ishmael Mocking
Ishmael Mocking is an Uncommon Event from the Hebrew Age, costing 1 faith and dealing 2 damage to any target enemy being. It’s simple, direct, and powerful, a clear answer to early threats and a great fit for decks that thrive on tempo and precision.
Strategic Use In Gameplay
Ishmael Mocking is a low-cost removal Event that deals 2 damage to any enemy Being. For just 1 faith, it gives players a quick answer to early threats or supports damage-based combos.
Synergies And Plays
Stop small threats: Perfect for dealing with aggressive early-game Beings, allowing you to control the board while building up your resources.
Pray Synergy: Works well in decks that use Pray, allowing you to trigger those effects and still remove a Being in the same turn.
Event Synergy: Combos with cards that benefit from Events being played, especially in decks focused on chaining multiple Events per turn.
Frequently Asked Questions
Q: What happens if the target has Anointing?
A: If a Being has Anointing, the first damage is ignored, so this card would do no damage but remove Anointing in this case.
Q: Can this card help me finish off a Being that has already taken damage?
A: Absolutely. It’s excellent for picking off Beings that survived a trade or were weakened by another Event or ability.
Q: Does this card combo well in a Pray-heavy deck?
A: Yes! Playing Ishmael Mocking can enable Pray triggers while removing a Being, making it a flexible tool in decks that rely on this mechanic.
Eager Bird
Eager Bird is a Common Fowl Being from the Hebrew Age, costing 1 faith, with 0 strength and 1 hope. Its ability reads: “Whenever you play an Event, give this Being +1 strength.” A light early play, it becomes increasingly threatening as you cast your Events, turning every turn into a potential power boost.
Strategic Use In Gameplay
Eager Bird is a low-cost, snowballing Fowl that grows stronger with every Event you play. For just 1 faith, it starts small but can quickly turn into a powerful threat if left unchecked, especially in decks that chain multiple Events.
Synergies And Plays
Event Synergy: This works beautifully in Event-heavy decks, allowing you to build pressure as you play your removal, draw, or disruption effects.
Fowl Tribe: Pairs well with other Fowls that support fast tempo and utility.
Snowball Potential: Eager Bird can go from a minor nuisance to a serious challenger in just a few turns, especially when protected or supported by buffs.
Frequently Asked Questions
Q: If I play two Events in one turn, does Eager Bird get +2 strength?
A: Yes! Each Event played triggers its ability, so playing two Events gives it +2 strength.
Q: What happens if Eager Bird has 0 strength at the end of the turn?
A: It cannot attack at 0 strength, and when it gains +1 Strength, it keeps its strength gain indefinitely.
Q: Can this Bird be a key attacker?
A: Definitely! If you’ve played several Events, it can grow into a significant attacker to gain points or take down threats.
Tender Calf
Tender Calf is a Common Cattle Being from the Hebrew Age, costing 1 faith with 1 strength and 1 hope. Its ability reads: “Adjacent cattle have +1 hope.” A small but meaningful aura effect that encourages Cattle tribe synergy and enhances board presence through unity.
Strategic Use In Gameplay
Tender Calf is a low-cost support Being that provides position-based buffs to your other Cattle tribe Beings, enhancing their survivability. It thrives in tribal decks and works especially well when you're able to move other Beings beside it for maximum value. With smart placement, this humble calf becomes a vital support piece in wide board strategies.
Synergies And Plays
Positioning: Gain value by placing Tender Calf next to key Cattle Beings to boost their hope.
Cattle Tribe: Strengthens tribal synergy when paired with other Cattle.
Moving Beings: Move Beings into adjacency with Tender Calf, turning mid-game plays into efficient board buffs.
Frequently Asked Questions
Q: Does the hope boost apply to all cattle, even if played later?
A: Yes, any Cattle adjacent to Tender Calf gain +1 hope as long as both remain on the board.
Q: What if another being moves beside Tender Calf?
A: Hope bonuses are recalculated based on adjacency each turn and update promptly if positions change.
Q: Can the boost stack with other buff sources?
A: Absolutely, the +1 hope bonuses are additive and combine with effects from other cards or enhancements.
First Year Male
First Year Male is a Common Cattle Being from the Hebrew Age, costing 1 faith with 0 strength and 1 hope. Its ability states: “Whenever you create a being, give this being +1 strength.” Though small at first, it becomes a constant source of strength, growing more powerful each time you summon a being. This ability drives Cattle tribe synergy, thrives in aggressive strategies, and rewards snowball play.
Strategic Use In Gameplay
First Year Male is a low-cost, scalable Being that gains strength each time you create another Being. This makes it ideal for decks focused on Cattle tribal buffs, event-based creation strategies, and snowball momentum through wide board setups.
Synergies And Plays
Cattle Tribe: Boosts any other Cattle you create, supports tribe cohesion and value.
Event Synergy: Works well in decks that generate tokens or triggers via Events, maximizing board impact.
Snowball Potential: With each creation, it becomes stronger. Build a one-turn flurry of Beings, watch First Year Male turn into a key attacker.
Frequently Asked Questions
Q: Does the +1 strength apply to all Beings, or only Cattle?
A: Neither, it applies only to First Year Male.
Q: When does the +1 Strength trigger, immediately upon creation?
A: No. while First Year Male is on the storyline, and you create another Being, it gains +1 strength instantly.
Q: Does the +1 Strength trigger when the opponent creates beings too?
A: No, only friendly beings can trigger the ability.
Offering Pigeon
Offering Pigeon is an Uncommon Fowl Being from the Hebrew Age, costing 2 faith with 1 strength and 1 hope. Its Resurrect ability gives you Draw a verse when it’s exiled, an elegant way to replenish resources and gain momentum. This card shines in Fowl tribal decks and is perfect for control or combo-oriented strategies that value card draw and consistency.
Strategic Use In Gameplay
Offering Pigeon is a powerful utility Being that rewards thoughtful play and timing. Its ability to draw a verse when exiled gives it tremendous resource value, making it a key tool in maintaining hand advantage. As a Fowl, it also benefits from tribal synergy, pairing well with other bird cards that reward wide board presence or support effects.
Synergies And Plays
Resources: Drawing a verse on Resurrect helps you recover card advantage, keeping tempo steady throughout the game.
Fowl Tribe: Fits perfectly into Fowl decks, benefiting from synergy with other Birds and tribal buffs.
Control & Combo: Great in control builds, exiling the Pigeon triggers card draw while refilling your hand. In combo decks, the extra verse helps you get the cards you need in your deck.
Frequently Asked Questions
Q: When does the Resurrect ability trigger?
A: When Offering Pigeon is exiled, either by ability or having no more hope, you immediately draw a verse.
Q: Can I exile it with my own effects?
A: Yes, you can challenge an enemy being to trigger the ability, or wait until your opponent using an enemy being to do it.
Q: What Decks benefit the most from this card?
A: Every deck can use Offering Pigeon, because it's an all over good card. But control and combo decks might benefit more from this card to get to key verses early on.
Sore For Slaughter
Sore For Slaughter is an Uncommon Event from the Hebrew Age, costing 2 faith and dealing 1 damage to all enemy Beings. It offers a clean, sweeping control option, perfect for clearing wide boards of smaller threats or setting up larger combos. With strong synergy for damage-based strategies and Event triggers, it becomes a valuable tool for disrupting enemy lines and maintaining tempo in any well-tuned deck.
Strategic Use In Gameplay
Sore For Slaughter is a powerful board management Event that deals 1 damage to all enemy Beings, enabling effective control and synergy in Event-heavy decks.
Synergies And Plays
Softening Boards: Deals with wide boards of low-health Beings, clearing the way for your attackers.
Event Synergy: Triggers effects that benefit from playing Events, while dealing board damage.
Setup Plays: damaging beings can set up special synergies with other abilities.
Frequently Asked Questions
Q: How does this affect enemy Beings with 1 hope?
A: It removes them instantly, making it perfect for clearing aggressive early boards or token strategies.
Q: Can this trigger abilities that rely on Beings being damaged or destroyed?
A: Yes, any effects that activate when Beings are damaged or leave play can trigger after this card resolves.
Q: Does this affect my own Beings or only my opponent’s?
A: It only damages enemy Beings, so you can play it without risking your own board state.
Sacred Turtledove
Sacred Turtledove is a Rare Fowl Being from the Hebrew Age, costing 2 faith with 2 strength and 1 hope. Its special ability, Prophecy, activates when the Being is Created, allowing you to draw a verse and replenish your hand with fresh Scripture-based resources. As part of the Fowl tribe, it fits beautifully into tribal decks, supports draw-heavy control strategies, and brings early-game consistency for combo and tempo-based builds.
Strategic Use In Gameplay
Sacred Turtledove is a powerful support card that excels in resource generation and fits naturally into Fowl tribal decks. With its Prophecy ability to Draw a verse upon being created, it offers excellent value for decks that need consistency, resource refill, or synergy with card draw mechanics.
Synergies And Plays
Resources: Drawing a verse when created gives you an immediate card back, helping to keep your hand strong and your plays flexible.
Fowl Tribe: Works beautifully with other Fowl Beings that care about board presence, buffs, or sacrificing to enable powerful effects.
Control & Combo: Helps you dig for the exact verse you need while holding down your board with a 2/1 body.
Frequently Asked Questions
Q: When does the Prophecy ability activate?
A: It triggers immediately when Sacred Turtledove is created.
Q: Can it trigger multiple times if revived or replayed?
A: Yes! As long as Sacred Turtledove is created again, the Prophecy ability will trigger each time.
Q: What decks benefit most from this card?
A: Control decks and combo decks love Sacred Turtledove for the instant draw, while Fowl tribal decks enjoy the synergy and tempo boost it provides.
Adder In The Path
Adder In The Path is an Uncommon Dragon Being from the Hebrew Age, costing 2 faith with 2 strength and 3 hope. Its potent ability reads: “Whenever you play an Event, deal 1 damage to all Beings.” This allows it to soften enemy lines, punish token boards, and combine well with Event-heavy decks. As a Dragon, it also thrives in decks that use tribal synergy, turning your Event plays into board control.
Strategic Use In Gameplay
Adder In The Path excels in decks that combine Event plays and tribal Dragon synergies. It delivers consistent value by chipping away at all Beings while buffing your board presence with its solid 2/3 stats, a perfect control shell for tempo-focused builds.
Synergies And Plays
Event Synergy: Each Event played deals 1 damage to all Beings, great for clearing weakened tokens or finishing off low-health threats.
Board Control: Helps maintain a clean battlefield by softening enemy units every time you play an Event.
Dragon Tribe: Benefits from Dragon tribal buffs and themes, making it a strong piece in synergy-rich builds.
Frequently Asked Questions
Q: Does this damage hit my own Beings too?
A: Yes, the ability affects all Beings, so position carefully to avoid damaging your key units.
Q: Can the ability trigger multiple times in one turn?
A: Absolutely! Each Event played that turn will trigger an additional 1 damage to all Beings.
Q: How does this compare to other area damage effects?
A: Unlike one-time clears, Adder In The Path delivers repeated, scalable control as you chain multiple Events across the game, making it exceptionally versatile.
Famished Edom
Famished Edom is an Uncommon Event from the Hebrew Age, costing 2 faith. It reads: “Deal 2 damage to target enemy and Fear it, prevent interaction for two turns.” This makes it a powerful tool to stall a threat, remove a target, and gain tempo while synergizing with other Event-based strategies.
Strategic Use In Gameplay
Famished Edom delivers removal and control in a single, elegant package. It clears a key enemy Being with 2 damage, delays interaction via Fear, and fits beautifully into Event-centric decks for maximum tempo value.
Synergies And Plays
Fear Control: Stops a key enemy from interacting for two turns, excellent for dodging a dangerous blocker or delaying threats.
Targeted Removal: Delivers 2 damage to finish off a mid-range Being with efficiency.
Event Synergy: Great in decks that chain Events, helping you create tempo swings and board advantages.
Frequently Asked Questions
Q: Can I use Famished Edom to protect my own Being?
A: Yes, Fear prevents interaction, including your opponent’s challenges or effects targeting that Being.
Q: What if the Being had only 1 hope left?
A: The 2 damage and Fear will apply fully. The Being receives 2 damage (enough to exile it), and Fear still applies even if the target no longer exists.
Q: Does Fear last through multiple turns?
A: Fear prevents interaction for two full turns, the it's played, and the following turn. After that, the Being returns to a normal state and can be challenged again.
Leah, Older Sister
Leah, Older Sister is a Common Woman Being from the Hebrew Age, costing 3 faith with 1 strength and 4 hope. Its Pray ability adds +1 Event damage, making it a sturdy mid-game presence that supports synergy with Event damage strategies and thrives in decks with other Woman tribal cards.
Strategic Use In Gameplay
Leah, Older Sister offers board resilience and synergy. Her high hope makes her a lasting presence, while her Pray‑based +1 Event damage fits decks that value precision strikes and tribal cohesion.
Synergies And Plays
Event Damage: Amplifies the damage of spells or Events that target lanes or players without battling.
Woman Tribe: Plays strongly in decks built around Woman tribal synergies, enhancing collective impact.
Stay‑Power: With 4 hope, Leah stays alive long enough to maximize her Pray impact and support teammates.
Frequently Asked Questions
Q: When does Pray activate for Leah?
A: Her +1 Event damage bonus applies immediately whenever you play a damage-dealing events for example.
Q: Can she buff herself?
A: Her ability doesn't buff herself, but it buffs you the player. Any Event damage you deal will add +1 damage to that amount.
Q: Which decks love Leah?
A: Decks with Women, event damage verses, and board presence themes will make the best use of Leah’s high hope and synergy.
Lord’s Promise
Lord’s Promise is a Rare Event from the Hebrew Age, costing 3 faith and allowing you to draw two verses. This card offers powerful resource generation and is a perfect fit for control and combo decks, providing key assistance at mid-game tempo swings.
Strategic Use In Gameplay
Lord’s Promise offers astonishing value in decks built for control and combo. Drawing two verses for 3 faith not only fuels your next plays but also accelerates your victory path.
Synergies And Plays
Setup & Find Key Cards: Gain the critical verses needed to complete your combo or secure your win.
Event Synergy: Bonus over-turn verses play well into decks that benefit from multiple events in a turn.
Control Power: Refill your hand when you're low, gleaning answers mid-to-late game with ease.
Frequently Asked Questions
Q: When are the two verses drawn?
A: You draw them immediately when Lord’s Promise is played, replenishing your hand instantly.
Q: Can this combo well with other Event/Verse effects?
A: Absolutely. Drawing verses fuels additional plays, unlocking combo chains or powerful event sequences.
Q: Is this more of an early- or late-game tool?
A: Best used in mid to late-game, when you need key cards to turn the tide or finish the battle.
Fearful Nations
Fearful Nations is an Uncommon Event from the Hebrew Age, costing 3 faith and granting Fear to all enemy Beings, preventing them from interacting for two turns. This spell of awe buys you time, delaying every enemy being, protecting your board, and opening a window to set up powerful plays or combos.
Strategic Use In Gameplay
Fearful Nations works beautifully when your board needs a moment to breathe or when you're preparing a decisive turn. It halts all enemy beings, giving you the freedom to build or break through.
Synergies And Plays
Board Protection: Prevent all enemy Interactions, securing your units for turns.
Combo Setup: Clear the path for one turn to set up larger plays without fear of interruption by enemy beings.
Time to Breathe: Buy crucial space to draw, play, or reposition, especially in tight turns.
Frequently Asked Questions
Q: How long does Fear last?
A: Enemy Beings cannot interact for two full turns after it's cast, the turn it's played, and the following turn.
Q: Does Fear affect newly-created Beings?
A: Yes, any Being in play when Fearful Nations resolves is affected, including those just summoned.
Q: What decks benefit most from this effect?
A: Tempo, control, and combo decks prize this spell for its ability to slow aggression and set up clean tactics.
Jacob, Tricky Profiter
Jacob, Tricky Profiter is a Holy Ancestor Being from the Hebrew Age, costing 3 faith with 3 strength and 3 hope. Its ability reads: "Whenever you play a verse, give this Being +1/+1." This makes Jacob a powerful verse-driven combo piece that scales with your playstyle. Play more verses, watch him grow, fueling your board and sealing your late-game dominance.
Strategic Use In Gameplay
Jacob, Tricky Profiter excels in low-cost verse-heavy decks. His synergy with your scripture play turns simple verses into substantial board presence and pressure.
Synergies And Plays
Verse Combos: Each verse boosts Jacob, compounding his value and turning mid-game plays into heavy hitters.
Combo Piece: Pair with verse-drawing or generation support to maximize board dominance.
Early-Game Scaling: A steady source of incremental growth makes him a terrifying late-game menace.
Frequently Asked Questions
Q: Does Jacob trigger on verses drawn automatically?
A: He triggers only when a verse is played, not when drawn.
Q: Can he reach 6/6 or higher in one turn?
A: Yes! Playing two verses in a single turn gives him a +2/+2 buff, turning him into a serious threat fast.
Q: What decks benefit most from him?
A: Aggressive decks love Jacob. He becomes a win condition that scales with your Word-based strategy.
Isaac, Promised Seed
Isaac, Promised Seed is a Common Ancestor Being from the Hebrew Age, costing 4 faith with 2 strength and 5 hope. Its Pray ability adds +1 damage to Event verses, making him a perfect fit in decks built around spells and Event power. As a key Ancestor in faith-themed decks, Isaac brings high resilience and combo potential, serving as both a story anchor and a versatile combatant.
Strategic Use In Gameplay
Isaac, Promised Seed is a high-hope, combo-enhancing Ancestor perfect for decks focused on dealing damage, event-heavy strategies, and tribal Ancestor builds. His ability empowers Event cards for example, opening up plays that can control the board, soften defenses, or secure lethal damage over time.
Synergies And Plays
Damage Amplifier: Boosts the effect of cards that deal direct damage or punish enemy boards through Events and verses.
Ancestor Synergy: Works smoothly with other Ancestors, gaining support from cards that benefit key lineage characters.
Durable Presence: His 5 hope makes him hard to remove, ensuring long-term value while you build your combo.
Frequently Asked Questions
Q: Does Isaac’s ability affect all types of damage?
A: It only increases Event damage, such as damage from Events or verse effects — not damage from other Beings.
Q: Can the Pray bonus stack with other cards that boost damage?
A: Yes! If you have multiple Pray bonuses, they all add together for greater impact.
Q: Is Isaac good in decks that use few Events?
A: While his full potential shines in spell-heavy builds, his strong hope and tribal synergy still make him valuable in most decks.
Wrath Of Esau
Wrath Of Esau is a Common Event from the Hebrew Age, costing 4 faith. It deals 2 damage to target two lowest-strength enemy Beings and applies Fear, preventing them from interacting for two turns. This card brings both board control and strategic stall, making it perfect for control decks or for setting up key combos without interruption.
Strategic Use In Gameplay
Wrath Of Esau provides board control, strategic stall, and combo setup. For 4 faith, it deals 2 damage to two enemy low-strength Beings, while Fear prevents them from threatening your key units. This makes it a great tool for control decks or for protecting your board until your big combo or payoff plays land.
Synergies And Plays
Control & Setup: Clears minor threats while disrupting opponent plays for crucial turns.
Fear Delay: Prevents interacted Beings from blocking or disabling your other units.
Event Synergy: Powerful in decks keyed to playing Events, great timing with buff or draw effects.
Frequently Asked Questions
Q: Can Wrath Of Esau hit the same target twice?
A: No. It deals 2 damage to the two distinct lowest‑strength enemy Beings.
Q: What if multiple beings tie for lowest strength?
A: You choose which two to target, offering flexibility for priority plays.
Q: Does Fear apply after damage, or before?
A: Damage resolves first, then Fear is applied for two turns, preventing them from interacting during the turn it's played and the following one.
Potiphar’s Fluster
Potiphar’s Fluster delivers a hefty 6 damage to any enemy target for 4 Faith, making it a versatile removal tool. It excels at clearing powerful threats late in the game and pairs well with Pray synergy, letting you deal major damage while gaining additional effects.
Strategic Use In Gameplay
Potiphar’s Fluster is a high-impact removal Event that delivers 6 damage to any enemy target, offering powerful board control and a reliable answer to major threats. At a cost of 4 faith, it’s an ideal tool for control decks that aim to stabilize the board, and a strong finisher in combo decks that build around timed plays and value exchanges.
Synergies And Plays
Finishers & Removal: Excellent tool for taking down massive threats or finishing off a weakened opponent.
Pray Interaction: When used in a Pray deck, the raw damage is followed by secondary effects, amplifying value.
Late-Game Flexibility: Useful for trading with big Beings or clearing the path for a game-winning push.
Frequently Asked Questions
Q: Does the damage from Potiphar’s Fluster bypass Protect?
A: Yes, it directly targets any enemy and deals full 6 damage regardless of Protect.
Q: Can it target the opponent player directly?
A: Yes, it can target any enemy being or opponent, as they both fall under the definition of enemy.
Q: Is Potiphar’s Fluster effective in aggressive strategies?
A: It's versatile in many decks, and can absolutely be used in a more aggressive deck.
Abram’s Bad Dream
Abram’s Bad Dream is a Common Hebrew Event from the AlephTau set, costing 5 faith and creating five 1/1 Men. It offers massive mid to late game utility, creating a full board for men tribal strategies, buff combos, or blocker protection. Whether you're building toward a powerful army or setting the stage for a key verse, this card brings foundational presence and flexible synergy to your side of the field.
Strategic Use In Gameplay
Abram’s Bad Dream floods the board with five Men, offering exceptional value for a cost of 5 faith. It excels at enabling buff strategies, unlocking Man tribal synergies, and protecting key Beings by providing strategic blockers.
Synergies And Plays
Buff Setup: Instantly gives targets for anthem effects or group buffs.
Man Tribe: Works well in decks leveraging tribal synergies that benefit from having many Men on the board.
Blocking Strategy: Creates solid frontline presence, preventing enemy Beings from interacting with you.
Frequently Asked Questions
Q: Can I use Abram’s Bad Dream to protect a specific Being?
A: Yes! Summoning five Men allows you to position them as blockers, safeguarding more vulnerable or high-value Beings.
Q: Is there potential to create synergies after playing this verse?
A: Absolutely. You can buff all of the beings next turn to cause serious damage to your opponent.
Q: Is there a drawback to flooding the board?
A: While having multiple Men gives board presence, be mindful if your opponent has board-clear Events ready. Timing is key.
Levi, Competitive Tribe
Levi, Competitive Tribe is a Rare Man Being from the Hebrew Age, costing 5 faith with 4 strength and 5 hope. When he enters play, his Prophecy activates: you may exile a Protect enemy Being, removing a shielded threat before combat even begins. He embodies divine authority and purposeful action, a perfect fit for control-oriented decks and Man-tribe strategies seeking disruption and board dominance.
Strategic Use In Gameplay
Levi, Competitive Tribe delivers a powerful tool for board control and disruption. His ability to exile an enemy Protect Being the moment he enters ensures you can break through key defenses, open pathways for follow-up threats, and maintain tempo.
Synergies And Plays
Protect Removal: Neutralizes entrenched defenders immediately, paving way for attacks or plays.
Man Tribe: Fits beautifully into tribal decks, gaining support from cards that buff or enable Men.
Control Strategy: Excellent in hands that demand precision removal and long-term board dominance.
Frequently Asked Questions
Q: When does Levi’s Prophecy trigger?
A: His ability activates immediately upon creation, allowing you to address threats before your end of turn.
Q: Can Levi target any Protect Being?
A: Yes, as long as it's an enemy being and has Protect, he can exile it.
Q: How does he fit in non-tribal decks?
A: His value is strong in any control deck that needs to punch through defensive walls with precision and reliability.
Sarah, Heir’s Mother
Sarah, Heir’s Mother is an Uncommon Woman Being from the Hebrew Age, costing 5 faith with 3 strength and 5 hope. Its powerful Pray +2 damage ability means every time you play a Event event that deals damage, she deals 2 additional damage, an incredible asset in decks built around event damage. Pairing strong offense with tribal synergy and resilience makes her a formidable presence.
Strategic Use In Gameplay
Sarah, Heir’s Mother empowers Pray-heavy strategies, letting you turn a single Pray into a burst of damage. She also supports Woman tribal decks, amplifying board-wide synergies through her strong stats and thematic fit.
Synergies And Plays
Insane Pray Synergy: With Pray triggering +2 damage each time, Sarah can swiftly finish off enemy beings or shift the tempo with precise targeted damage.
Woman Tribe: Enhances decks that focus on Woman-type Beings, making her a central figure both thematically and tactically.
Event Decks: A must have in builds that leverage damage events, Sarah transforms each Pray into a weapon, accelerating combos or plugging holes in mid-to-late game.
Frequently Asked Questions
Q: How does Pray +2 damage work exactly?
A: When you have a Pray ability, it automatically adds extra damage to Event deal damage verses. So if you have a being with Pray +1, and you play an event that deal 1 damage, then it will deal 2 damage.
Q: Do buffs or support affect her strength?
A: Yes! Fortifying Sarah with spells or abilities that boost strength or enhance Woman synergy might keep her on your storyline longer, making her even more dangerous.
Q: Is she best used mid or late in the game?
A: Sarah shines mid-game onwards, once you’ve built up Pray beings or you're holding combo pieces in hand. Her stat line and Pray bonus make her a late-game finisher with combat flexibility.
Joseph, Come Near
Joseph, Come Near is a 5 Faith Man being from the Hebrew Age with 3 Strength and 6 Hope, featuring Protect (must be Challenged first). He's a reliable board anchor that absorbs pressure and demands deliberate interaction from your opponent.
Strategic Use In Gameplay
Joseph, Come Near shines as a defensive stalwart, his high Hope and Protect ability force opponents to spend resources to engage him, buying you time either to build your board or turn the game in your favor. He's especially potent in decks that value board presence and tempo control, serving as a reliable shield and setup piece.
Synergies And Plays
Protect Anchor: With Protect, he must be targeted first, making him an excellent barrier before your other beings can be challenged.
Hope Investment: His 6 Hope makes him resilient to sustained aggression, ideal for stalling or baiting overcommitment.
Set Up Plays: Use him as a springboard, deploying him early to secure the storyline while preparing for mid-game plays.
Frequently Asked Questions
Q: Does Protect prevent damage or just interaction?
A: Protect requires that your opponent must challenge Joseph first before they can target other friendly beings, even if they deal damage from spells or events.
Q: Can Joseph still block attacks from multiple directions?
A: Yes. Once he’s on the storyline, Protect affects your opponent's targeting priority, having to take down the being with Protect first.
Q: Is Joseph better in defensive or midrange builds?
A: He excels in both. As a midrange staple, he anchors tempo; in defensive shells, he locks interaction, enabling synergy with board-build or control strategies.
Generational Strife
Generational Strife is an Uncommon Event from the Hebrew Age, costing 6 faith and dealing 3 damage to all enemy Beings, while also applying Fear to each for two turns. This powerful effect clears the board, slows down your opponent’s momentum, and gives you a vital window to execute your next move. Ideal for turning the tide or locking in control.
Strategic Use In Gameplay
Generational Strife is a high-impact event that brings both board control and tempo disruption to the battlefield. With its ability to deal 3 damage to all enemy beings and apply Fear, costing 6 faith, this Uncommon Hebrew Event is designed for late game plays, where powerful enemy boards often begin to threaten your tempo or strategy.
Synergies And Plays
Board Wipe Power: Instantly dealing 3 damage to all enemy creep makes this a go-to response when opponents swarm with low- to mid-strength Beings.
Stall & Reset: The dual application of Fear prevents any enemy from interacting next turn, perfect for triggering your own setup plays safely.
Combo Setup: Pair this with follow-up Events like Pray or ongoing buffs to capitalize on the forced downtime.
Frequently Asked Questions
Q: Can Generational Strife eliminate high-strength Beings?
A: Any Being with 3 or less strength falls, while stronger Beings are weakened and locked down temporarily.
Q: Does Fear last if a Being is created after?
A: No, Fear only applies to Beings present during the Event. You’ll need additional effects to control newly created threats.
Q: Should I play this proactively or reactively?
A: Both, use it reactively to clear enemy boards, or proactively to deny your opponent’s engagement window and set up a decisive turn.
Thirsty Camel
Thirsty Camel is a Common Beast Being from the Hebrew Age, costing 6 faith with a solid 4 strength and 4 hope. It features Protect, shielding your board and face from challenges, and it carries the Resurrect ability: when it is Exiled, you Draw a verse. This blend of defense and resource generation makes the Thirsty Camel an ideal late-game stabilizer and utility piece.
Strategic Use In Gameplay
Thirsty Camel serves as a versatile and dependable defensive unit in your mid-to-late game lineup. With Protect, it blocks enemy challenges and serves as a buffer for your board and victory, forcing your opponent to deal with it before progressing. But the true value lies in its Resurrect effect, drawing a verse when exiled, turning removal into opportunity.
Synergies And Plays
Resource Generation: Thanks to its Resurrect: Draw a verse ability, Thirsty Camel provides a valuable card draw when it leaves the field.
Protective Presence: With Protect, this card forces opponents to challenge it first, shielding your other strategic Beings from threats.
Beast Tribe Synergy: As part of the Beast tribe, Thirsty Camel fits beautifully into builds that utilize Beast-based interactions, buffs, or tribal-themed event cards.
Frequently Asked Questions
Q: When does Thirsty Camel's Resurrect ability activate?
A: Resurrect activates when the Thirsty Camel is Exiled, meaning when it has no more hope or is exiled by an ability.
Q: Can I trigger Resurrect if it's forsaken or placed as faith?
A: No. Resurrect only triggers if the Being is exiled while on the storyline.
Q: What kinds of decks does Thirsty Camel work best in?
A: It shines in Beast tribal builds, control decks, and combo strategies that want to cycle efficiently while holding off enemy pressure.
Seven Year Famine
Seven Year Famine is a Common Event from the Hebrew Age, costing 7 faith to Deal 5 damage to all enemy Beings. This powerful board-clear tool helps you reset the battlefield and prepare for the late game surge, making it a fitting centerpiece in control-focused decks.
Strategic Use In Gameplay
Seven Year Famine is a potent late‑game board sweeper that brings both massive removal and control synergy to your strategies. It clears nearly any board, gives you breathing room to rebuild, and pairs well with cards that trigger on dealing damage or benefiting from cleared lanes.
Synergies And Plays
Board Clear: Sweeps away large enemy boards, disrupting aggressive and midrange strategies alike.
Damage Synergy: Works well with effects that activate on damage dealt, drawing extra value or triggering Pray mechanics.
Control Card: Provides a strong reset point, letting you regain control and set up a decisive turn afterward.
Frequently Asked Questions
Q: Does Seven Year Famine affect protected Beings?
A: Yes, the damage affects all enemy Beings, whether protected or not.
Q: What happens if damage exiles a Being with Resurrect?
A: If a Being gets exiled from Seven Year Famine, it's resurrect ability will trigger like any other resurrect ability triggers when exiled.
Q: Can this card be used to trigger board-reset combos?
A: Absolutely! It creates excellent follow-up opportunities, especially when paired with cards that snowball after opposing Boards are cleared.
Father’s Grief
Father’s Grief is a Holy Event from the Hebrew Age, costing 7 faith and dealing a staggering 10 damage to a target enemy. Whether you are facing down a giant threat, swinging momentum back in your favor, or finishing off a stronghold of resistance, Father’s Grief delivers the ultimate judgment blow.
Strategic Use In Gameplay
Father’s Grief is the kind of card that changes the game. Its massive damage output means almost no enemy Being can survive, making it a cornerstone for control-based decks and Holy event strategies. Its cost is high, but the payoff is enormous, removing key threats, enabling your finishers, or simply creating a moment of emotional and strategic power in play.
Synergies And Plays
Ultimate Removal: Perfect for eliminating late-game bombs or enemy beings with Protect that have been previously challenged.
Control Builds: Pairs beautifully with Holy cards and long-game decks that stall, draw, and build toward high-cost events.
Single Target Precision: Unlike board wipes, this card lets you choose your mark, making it ideal for targeting combo pieces or untouchable threats.
Frequently Asked Questions
Q: Can Father’s Grief target any enemy?
A: Yes! It can deal 10 damage to any target enemy, including beings with high Hope or protective abilities that have already been challenged.
Q: What decks benefit most from Father’s Grief?
A: Control decks will benefit from this card. It’s also a strong play against slower decks, where high-cost events can swing the tide.
Q: Does this card synergize with any particular tribe or mechanics?
A: While not tribe-specific, it pairs wonderfully with decks that feature Pray synergy, event chaining, or cards that allow repeated exiled verses.
Signs and Wonders
Signs and Wonders is an Uncommon Event from the Torah Age, costing 0 faith and allowing you to return a friendly Being to your hand. This versatile tool excels in combo-based strategies, enhances Prophecy-triggering plays, and gives your deck powerful flexibility by rescuing a Being on the brink of exile.
Strategic Use In Gameplay
Signs and Wonders is a highly flexible support event that shines in combo decks and Prophecy-based strategies, offering powerful utility at zero cost. By returning a friendly Being to your hand, it enables ability re-triggers, protection from exile, and opens up combo loops for additional value and control. It’s a perfect fit for decks that rely on timing, tempo, and synergistic plays.
Synergies And Plays
Combo Piece: Enables multi-turn combos by reusing Beings with powerful prophecy abilities or resetting board presence for maximum value.
Prophecy Synergy: Replays Beings with Prophecy to get a specific outcome, making it ideal for decks focused on prophecy strategies.
Recovery Tool: Protects a nearly exiled Being by returning it to your hand, preserving key units and re-establishing board control.
Frequently Asked Questions
Q: Can I use this to bounce a Being and replay it in the same turn?
A: Absolutely! And this works even better with Prophecy abilities.
Q: Is there a faith cost to cast it?
A: No, its 0 faith cost makes it an efficient addition to any deck, enabling epic turns without slowing down your economy.
Q: Can I return an opponent’s Being?
A: No, this card targets only your own Beings, giving you total control over which creature you wish to reposition or reuse.
Burning Bush
Burning Bush is a Rare Event from the Torah Age, costing 1 faith and dealing 3 damage to a target enemy. This card fits seamlessly into decks that rely on combo setups, benefit from prophecy triggers, or need a timely removal to preserve their board state.
Strategic Use In Gameplay
Burning Bush is a low-cost, high-impact card that brings reliable removal and synergy into a variety of builds. Whether you’re building toward a long-term control game, triggering prophecy chains, or setting up a critical combo, Burning Bush stands out as an efficient answer that simultaneously opens doors for more complex plays.
Synergies And Plays
Combo Piece: Its low cost and solid damage make it a perfect fit in decks assembling multi-part plays, ideal for clearing blockers or rushing your opponent.
Prophecy Synergy: Works well in decks that trigger effects from Events, play it to activate prophecy-based Beings or combo with other Event-driven triggers.
Board Recovery: Use it to remove a threatened or nearly exiled Being.
Frequently Asked Questions
Q: When should I use Burning Bush?
A: It excels at all parts of the game by dealing precise damage at an ideal moment.
Q: Does Burning Bush work with prophecy or Event triggers?
A: Yes! It counts as an Event, so it perfectly triggers prophecy abilities and interacts with cards that reward playing Events.
Q: Can I target my own Being?
A: No, Burning Bush can only deal damage to enemy Beings.
Death Fly
Death Fly is a Common Creep Being from the Torah Age, costing 1 faith with 1 strength and 1 hope. It has Darkness, meaning it cannot be targeted before interaction, making it a tricky early blocker or surprise attacker. The 1/1 body may be small, but its resilience and timing can turn the tide in the opening turns.
Strategic Use In Gameplay
Death Fly is a tactical early-game disruptor that thrives on timing and board presence. Its Darkness lets you delay interaction, opening windows for next turns. It works best in Creep synergy decks, which rely on minor Beings to set up bigger plays, and can act as the very start of a board-based defense.
Synergies And Plays
Early Trades: Blocks popular 1-power early threats without being targeted—ideal for slowing aggressive decks.
Challenge Control: Only interacts when you choose, enabling surprise trades and preserving your strategic flexibility.
Creep Synergy: Pairs well with decks that reward having multiple Creeps, offering both board presence and unlock potential.
Frequently Asked Questions
Q: When does Darkness wear off?
A: Only when Death Fly interacts, such as challenging or moving. Until then, it cannot be targeted by challenge or by targeted events.
Q: Can indirect damage affect Death Fly?
A: Yes! Effects that hit beings in an un-targeted way, such as "all enemy beings", still damage it.
Q: Is Death Fly useful in later game?
A: It fades as Beings grow larger, but early-mid game it can buy crucial turns and support strategic blowouts or tempo plays.
Declared Unclean
Declared Unclean is an Uncommon Event from the Torah Age, costing 2 faith and offering a unique twist on board control. It gives a friendly Being Unclean for the turn, which means if that Being is damaged it will be Exiled, making this a strategic tool for enabling trades or sacrificing a unit precisely when needed.
Strategic Use In Gameplay
Declared Unclean is a versatile and tactical tool for players who prize precision. It enables strategic trades by sacrificing a friendly Being at the perfect moment, clears threats through forced removal, and plays beautifully into event-driven strategies.
Synergies And Plays
Enable Trades: Use it to exile a weak friendly Being to destroy a larger enemy, trading efficiently even when you’re outnumbered.
Low‑Cost Removal: At just 2 faith, it offers a budget-friendly option to deal with big threats or disrupt board control.
Event Synergy: Great for decks that benefit from playing events.
Frequently Asked Questions
Q: Can I target any Being to give Unclean?
A: You can target any of your own Beings to make it unclean for the turn.
Q: What if I target a being that already challenged this turn?
A: Then you won't be able to challenge an enemy being with unclean, making this event of little to no effect.
Q: Is this card good in midrange or control decks?
A: Absolutely. It shines in decks that dismantle or stops the opponent's strategy.
Levite Priest
Levite Priest is an Uncommon Priest Being from the Torah Age, costing 2 faith and coming into play with 3 strength and 2 hope. When Created, it activates its Prophecy ability: Return another target friendly Being to your hand. This offers an excellent tool for bouncing valuable cards before they're exiled, reusing Prophecy abilities, or allowing you to return a key being back at full hope.
Strategic Use In Gameplay
Levite Priest is a deceptively flexible utility card that fits beautifully into decks built around bounce effects, or Prophecy triggers. Whether you need to retreat a vulnerable ally, reuse an impactful creation effect, or just lay down a powerful 3/2 body early in the game, Levite Priest offers strong tactical flexibility at low cost.
Synergies And Plays
Bounce Synergy: Recycle key Beings with on-create abilities or preserve high-value units under threat of exile or challenge.
Protect Your Lineup: Use its Prophecy to rescue an ally that's low on hope, reposition it for greater effect, or avoid losing it during a high-risk turn.
Strong on Its Own: If played with no other Beings, Levite Priest still brings great value with 3 strength and 2 hope, ideal for midgame board control.
Frequently Asked Questions
Q: Can I target Levite Priest with its own Prophecy?
A: No, you must target another friendly Being, not itself.
Q: What if I have no other friendly Beings when it's created?
A: Then the Prophecy simply fizzles with no effect, and you still get a 3/2 for 2 faith, solid stats on their own.
Q: Is it risky to play if I don't want to return a friendly being to my hand?
A: Absolutely, and this is the key to playing Levite Priest strategically.
Passover Offering
Passover Offering is a Common Cattle Being from the Torah Age, costing 2 faith with 2 strength and 2 hope. Its power lies not just in its stats, but in how it supports others, adjacent cattle gain +1 strength, making it a fantastic option for boosting your front line. This humble creature ties directly into cattle tribal synergies, promotes aggressive strategies, and rewards thoughtful positioning on the board.
Strategic Use In Gameplay
Passover Offering isn’t just another body on the board, it’s a strategic linchpin in decks that rely on formation strength and tribal coordination. Its adjacency buff brings a tactical edge to positioning decisions, rewarding decks that swarm or line up Beings in specific patterns.
Synergies And Plays
Cattle Synergy: Works seamlessly in Cattle tribal decks, providing natural support to other Beings who scale or trigger off of adjacent cattle.
Aggro Enhancer: Boosts damage output on key turns by increasing the strength of nearby attackers, ideal for tempo-focused or swarm-based decks.
Positional Power: Encourages smart board management. Placing this between two Beings gives both a Strength buff, maximizing the effect of your formation.
Frequently Asked Questions
Q: Does Passover Offering give itself +1 strength?
A: No, the bonus applies only to adjacent cattle, not itself.
Q: What happens if it’s between two Beings?
A: Both adjacent cattle will receive +1 strength, making it a strong placement tool.
Q: Does this work with non-Cattle Beings?
A: No, the buff applies only to adjacent cattle, and not another type.
Grievous Locust
Grievous Locust is a Common Creep Being from the Torah Age, costing 2 faith with 2 strength and 1 hope, and featuring the powerful Zeal ability, which allows it to Challenge immediately when created. This makes it an aggressive early-game card perfect for initiating attacks and putting pressure on opponents right out of the gate.
Strategic Use In Gameplay
Grievous Locust thrives in tempo-focused and aggressive builds that value immediate action and tribal synergy. Its Zeal ability is a cornerstone for opening turns, applying early pressure, and eliminating weaker enemies before they pose a threat.
Synergies And Plays
Quick Strike: Use Zeal to immediately Challenge and remove low-hope enemies or open up space on the board for stronger plays.
Creep Synergy: Combines well with other Creep tribe Beings and cards that benefit from swarming or interacting with small, expendable units.
Aggro Core: A great inclusion in aggro decks that want to hit fast and early, forcing the opponent onto the defensive from turn one.
Frequently Asked Questions
Q: What does Zeal allow Grievous Locust to do?
A: It lets Itchy Lice Challenge immediately on the turn it’s created, bypassing the usual delay.
Q: Is this card only useful in Creep decks?
A: No, while it synergizes well in Creep decks, its Zeal and low cost make it a good fit for any aggressive deck.
Q: How do I best use this in my opening hand?
A: Play it early to take out a weak enemy, pressure your opponent, or trigger other synergy cards that benefit from early aggression.
Holy Festival
Holy Festival is a Rare Event from the Torah Age, costing just 2 faith and delivering an invaluable mix of utility and tempo. This Event allows you to return any Being to its player’s hand, then draw a verse, refreshing your options and tempo simultaneously.
Strategic Use In Gameplay
Holy Festival shines as a versatile and impactful control tool that blends board manipulation with resource gain. Its ability to bounce any Being, friendly or enemy, means it can disrupt enemy plans, protect your valuable Beings, or retrigger key Prophecy effects. Combined with the card draw, this makes it an essential addition to decks focused on tempo, value, or precision-based control.
Synergies And Plays
Threat Removal: Use it to bounce a powerful enemy Being, disrupting their board and stalling their tempo while you draw into your next move.
Combo Enablement: Target your own Beings to replay them, retrigger Prophecy abilities, or protect them from exile.
Core Staple: With its low cost, card draw, and universal utility, this Event is a must-include in nearly any build, control, midrange, or combo.
Frequently Asked Questions
Q: Can I use Holy Festival on my own Beings?
A: Yes, you can target any Being, friendly or enemy, for maximum flexibility.
Q: Does the draw happen even if the bounce fails?
A: Yes. Because these two abilities are two separate phrases. If there are no beings to return, you can still draw a verse.
Q: What makes this card so powerful?
A: Its low cost, flexibility, and built-in card draw make it one of the most reliable and powerful Events in the Torah set.
Dietary Rules
Dietary Rules is a Common Event from the Torah Age, costing only 2 faith and offering a subtle yet efficient value play. This card deals 1 damage to a target enemy and lets you draw a verse, making it a smart inclusion in decks looking to chip away at enemies while maintaining hand advantage.
Strategic Use In Gameplay
Dietary Rules is a multi-purpose tool that fits seamlessly into decks that emphasize resource flow, event chaining, or calculated board control. It delivers incremental damage while simultaneously drawing you into your next play, making it a prime pick for players seeking consistency and tempo without sacrificing deck space for bulkier effects.
Synergies And Plays
Combo Enabler: Ideal for combo decks that require consistent access to their cards. The draw keeps your hand full, fueling future turns.
Resource Generator: At only 2 faith, it's a cheap way to cycle your deck, allowing you to access answers or key pieces faster.
Event Synergy: Triggers abilities tied to event plays, helping to activate prophecy, support tempo swings, or complete event count conditions in themed builds.
Frequently Asked Questions
Q: Is the damage optional, or must I target something?
A: Drawing a verse is not dependent on dealing 1 damage to target enemy, because they are different phrases. But you would most likely choose a target opponent if there aren't any enemy beings present.
Q: Does this card synergize well with event based Beings?
A: Yes, it counts as an Event, making it a great trigger source for those kinds of strategies.
Q: Is it still worth playing in aggressive decks?
A: It can. It chips at blockers, fuels your hand, and adds consistency to fast-paced strategies.
Unclean Woman
Unclean Woman is a Common Woman Being from the Torah Age, costing 3 faith with 1 strength and 2 hope. Though her stats may seem modest, her Unclean ability makes her deceptively dangerous. When this Being damages another, that enemy is Exiled, an exceptionally powerful effect that can stop threats cold.
Strategic Use In Gameplay
Unclean Woman excels in decks that appreciate long-term board control, woman tribe synergies, and disruption-based playstyles. She doesn’t need high strength to be impactful, her ability alone can turn the tide of battle. Use her to pressure high-value targets, stall enemy aggression, or serve as a deterrent while you build toward stronger win conditions.
Synergies And Plays
Stops Major Threats: If your opponent attacks into her or you line up a challenge carefully, she can exile high-value enemy Beings with ease, even those far stronger than her.
Woman Synergy: Fits naturally into Woman tribal decks, complementing others that benefit from interaction, exile, or token generation.
Silent Pressure: With low stats, she often goes unnoticed until it's too late. Her threat lies in being challenged, making her a subtle but powerful control option.
Frequently Asked Questions
Q: What does Unclean mean in this context?
A: If this Being damages another, that damaged Being is immediately Exiled.
Q: Can she be used offensively, or is she better for defense?
A: Both. You can use her defensively to punish attackers or offensively in favorable trades.
Q: Is she effective even against larger enemy Beings?
A: Yes. As long as she deals damage, the enemy will be Exiled regardless of how big they are.
Moses, Law of God
Moses, Law of God is a Holy Prophet Being from the Torah Age, costing 3 faith with 3 strength and 3 hope. His powerful ability gives all enemy Beings –1/–1, making him a potential board-wiping force with a permanent impact. He suits decks built around Prophet synergy, cascading effects, and board control.
Strategic Use In Gameplay
Moses, Law of God excels as a mass removal and control tool, ideal for resetting the board and enabling your own midrange or combo threats to dominate. His –1/–1 aura not only weakens numerous enemies simultaneously but also sets up opportunities for exile through forced damage to already weakened Beings.
Synergies And Plays
Clear 1‑Hope Boards: Immediately exiles any enemy with 1 hope, shutting down small tokens or pesky early threats.
Prophet Synergy: Triggers additional effects from Prophet-themed decks, enabling chain plays or additional triggers when opponents field multiple Beings.
Board Reset: Softens larger enemy Beings to prepare them for removal or subsequent interactions, giving you tempo control and space to play toward your win condition.
Frequently Asked Questions
Q: Does the –1/–1 effect apply when Moses enters play?
A: Yes. As soon as Moses is created, all enemy Beings immediately and continually have –1/–1, until he leaves your storyline.
Q: Can this ability exile enemy Beings?
A: If an enemy drops to 0 hope from the –1/–1, they will be exiled.
Q: Is Moses effective against larger boards?
A: Very much so. He diminishes every enemy simultaneously, which is especially strong in crowded board states.
Joshua, Trustworthy Spy
Joshua, Trustworthy Spy is a Common Soldier Being from the Torah Age, costing 3 faith with 2 strength and 2 hope. His key ability is Darkness, which means he can’t be targeted before interaction, making him an elusive and tactically secure threat.
Strategic Use In Gameplay
Joshua, Trustworthy Spy provides a durable and flexible threat that survives longer due to his Darkness ability. He fits naturally into midrange and tribal Soldier decks, contributing both offensive power and survivability. Joshua is ideal for exerting pressure over several turns while remaining protected until he chooses to interact.
Synergies and Plays
Darkness Survivability: With Darkness, Joshua avoids preemptive removal or exile until he engages, giving you control over when and how he’s exposed.
Soldier Synergy: Benefits from tribal effects that boost Soldier Beings or reward interaction and coordination in midrange battles.
Tactical Pressure: A perfect candidate for pushing damage or eliminating a key threat without fear of being targeted beforehand.
Frequently Asked Questions
Q: What does Darkness mean in gameplay?
A: Darkness prevents the Being from being targeted by the enemy or beings until it initiates a challenge or moves.
Q: Can Joshua still be affected by area-wide effects?
A: Yes, Darkness only prevents targeted effects. Global events and abilities can still affect him.
Q: Is Joshua best in early or late game?
A: He shines most in the midgame, where his ability to control when he’s exposed allows for efficient trades and sustained pressure.
Desert Hardships
Desert Hardships is an Uncommon Event from the Torah Age, costing 3 faith, and it delivers a dual-purpose effect: deal 1 damage to all enemy Beings, then draw a verse. While its damage might appear modest, this low-level board clear can significantly disrupt wide enemy boards or weaken multiple threats simultaneously. In addition, the card draw adds a resource advantage, helping you maintain momentum while applying pressure.
Strategic Use In Gameplay
Desert Hardships excels in decks that aim to slow the game down, wear out the opponent’s board, and gain long-term advantage. The area-of-effect damage helps clear out weaklings or soften up stronger foes for efficient trades, while the verse draw provides additional fuel for your strategy. This makes it a valuable two-in-one control tool in midrange and late-game focused decks.
Synergies And Plays
Board Clear Efficiency: Removes small Beings or weakens larger ones to line up future trades. Especially effective against token-based or aggro decks.
Resource Generator: Draws a verse, which can pivot momentum back in your favor and strengthen your long-term plays.
Control Focused: Perfect for decks that aim to manage threats turn-by-turn, buying time for bigger plays or combos later on.
Frequently Asked Questions
Q: Can Desert Hardships destroy multiple enemy Beings?
A: Yes, if the enemies have only 1 hope, they will be exiled after taking damage.
Q: Does it damage friendly Beings too?
A: No, Desert Hardships only affects enemy Beings.
Q: Is the verse draw optional?
A: No, drawing a verse is part of the card’s resolution and always happens after the damage is dealt.
Falling Frog
Falling Frog is a Rare Creep from the Torah Age, costing 3 faith and entering the battlefield with 1 strength and 1 hope. It possesses both Zeal and Unclean, making it a unique and potent tactical threat. Zeal allows it to challenge immediately, while Unclean ensures any damaged Being it confronts is exiled.
Strategic Use In Gameplay
Falling Frog delivers powerful tempo control at a low cost, designed to disrupt your opponent’s plans early or even in the mid-game. Its Zeal means it can act immediately, and its Unclean status guarantees the removal of almost any threat it can damage. Ideal for aggressive and reactive decks, this Creep thrives when you need quick board answers, and it plays particularly well within Creep tribal synergies or event-heavy strategies.
Synergies And Plays
Remove Threats Instantly: With Zeal and Unclean combined, this card can take out almost any opposing Being the moment it hits the board.
Creep Synergy: Fits seamlessly in Creep-focused decks, especially those that trigger secondary effects when a Creep dies or when a Being is exiled.
Aggressive Disruption: Perfect in fast-paced decks that need mid-game disruption or as a late-game response to persistent threats.
Frequently Asked Questions
Q: Can Falling Frog exile Beings with more than 1 hope?
A: Yes, as long as it damages the Being, Unclean ensures the damaged Being is exiled.
Q: Can Falling Frog be used offensively?
A: While Zeal makes it an offensive weapon, it can also serve defensively by threatening key attackers the moment it enters play.
Q: How does it interact with Protect or Darkness?
A: Protect and Darkness must be addressed before Falling Frog can target a Being. It must first be able to challenge the target in standard priority order.
Eleazar, Next In Line
Eleazar, Next In Line is a Common Priest from the Torah Age, costing 4 faith and coming into play with a solid 4 strength and 5 hope. His Prophecy ability activates upon creation, allowing you to return another target friendly Being to your hand, which opens up strategic plays involving protection, combo loops, or reusing critical effects.
Strategic Use In Gameplay
Eleazar, Next In Line is a well-rounded Being offering both stat efficiency and tactical utility. His Prophecy bounce effect enables you to rescue a vulnerable friendly Being, replay Prophecy abilities, or make room for higher-priority cards in tight board states. With his stats, he holds the line against midrange threats while maintaining synergy with Priest-themed or control-focused builds.
Synergies And Plays
Good Stats: With 4 strength and 5 hope, Eleazar stands tall on the board, offering above-average durability and offensive power for his cost.
Bounce Ability: Use his Prophecy to save a key Being from exile, reset a Being with a strong entry effect, or manipulate your board for better positioning.
Priest Synergy: Fits into Priest-based decks that benefit from having other priests on the storyline and enabling combo interactions.
Frequently Asked Questions
Q: Can Eleazar target himself with his Prophecy?
A: No, Eleazar cannot target himself. The effect requires another target friendly Being.
Q: What happens if I have no other friendly Beings on the board?
A: The Prophecy ability simply doesn’t resolve if there are no valid targets, and you get a 4/5 priest for 4 faith.
Q: Is this card best suited for control or tempo decks?
A: It performs well in both, especially in control decks that rely on preserving and reusing valuable Beings.
Pharaoh, Hard Heart
Pharaoh, Hard Heart is an Uncommon King from the Torah Age, costing 4 faith with a sturdy 3 strength and 4 hope. His Prophecy ability activates upon creation, allowing you to Humble a target enemy Being, canceling its abilities and shutting down its presence on the board. This makes Pharaoh a powerful disruption tool, ideal for disarming key threats or stopping combo setups before they become overwhelming.
Strategic Use In Gameplay
Pharaoh, Hard Heart is a mid-game powerhouse that thrives in decks looking to control the board and cripple enemy threats. His Prophecy not only targets high-value enemy Beings but also interrupts ongoing or future abilities, forcing your opponent to restructure their strategy. Whether you're building a King synergy deck or a tempo-control hybrid, Pharaoh stands out as a key piece in maintaining board stability and neutralizing powerful enemy effects.
Synergies And Plays
Humble Threats: Instantly cancel the abilities of problematic enemy Beings, preventing powerful Prophecy or passive effects from influencing the board.
King Synergy: Contributes to King-themed decks that rely on battlefield presence, leadership motifs, or thematic synergy with authority-based abilities.
Disrupt Strategy: Perfect for halting enemy plans, especially combo or prophecy-based decks that rely on precise timing and powerful activations.
Frequently Asked Questions
Q: Can Pharaoh Humble an enemy Being with no abilities?
A: Yes, the effect will impact the target strength and hope if they've been augmented or reduced.
Q: When does the Humble effect take place?
A: Immediately upon Pharaoh being created, Prophecy triggers as soon as he enters the field.
Q: Can this card Humble Beings with Protect or Darkness?
A: Protect, absolutely! But not Darkness, because it's not targetable.
Caleb, Receiving Land
Caleb, Receiving Land is a Common Soldier from the Torah Age, costing 4 faith with 2 strength and 4 hope. His defining feature is Zeal, which allows him to Challenge the moment he is created. With a decent health pool and immediate aggression, Caleb is perfect for players looking to take control of the board without delay.
Strategic Use In Gameplay
Caleb, Receiving Land is built for players who value tempo and battlefield initiative. His Zeal lets you skip the usual wait to challenge, giving you first challenge power in a turn where every second counts. He's ideal in aggressive or tempo-based decks, where immediate board interaction is critical to maintaining pressure and removing key threats before they become problems. Caleb also slots easily into Soldier tribal strategies, amplifying the theme of spiritual strength and faithful aggression.
Synergies And Plays
Immediate Pressure: Thanks to Zeal, he can remove small enemy Beings as soon as he enters, helping you stay ahead on board control.
Soldier Synergy: Fits seamlessly into Soldier decks that reward offensive coordination, fast tempo, and thematic unit cohesion.
Efficient Trades: With 4 hope, He often survives early exchanges, allowing you to absorb hits while trading efficiently or setting up future plays.
Frequently Asked Questions
Q: Can Caleb challenge an enemy Being the same turn he is created?
A: Yes. His Zeal ability allows him to challenge immediately.
Q: What’s the best use for Caleb’s Zeal in the early game?
A: He’s best used to remove weak or vulnerable enemy Beings or to quickly put pressure on an opponent.
Q: Is Caleb good in non-Soldier decks?
A: Yes, especially in tempo or disruptive decks. While he shines in Soldier synergy, his immediate impact makes him versatile across many archetypes.
Jethro, Father In Law
Jethro, Father In Law is an Uncommon Priest from the Torah Age, costing 4 faith with 3 strength and 3 hope. His Prophecy ability triggers upon creation and allows you to give another friendly Being Darkness until your next turn, making that Being untargetable from enemy events or challenge before interaction. This powerful protective effect can shut down enemy tactics, preserve key combos, and shield your critical assets.
Strategic Use In Gameplay
Jethro, Father In Law is a protective utility Priest designed for players who want to preserve board presence and control the flow of the game with precision. His ability to give another friendly Being Darkness for a turn allows you to play around removal spells, stall threats, and maintain critical board state when pressure is high. As a Priest, he also synergizes with several other cards in the AlephTau set that reward Prophecy effects and tribal synergy. His balanced stats and protective capability make him a great fit for combo, midrange, or value decks that seek to outlast opponents.
Synergies And Plays
Protect Friendly Beings: Use Jethro to safeguard your most important Beings, especially combo pieces or major threats, by making them untargetable for a turn.
Priest Synergy: Works exceptionally well in Priest-based decks that benefit from Prophecy triggers or recurring support effects.
Combo Setup: Ideal for enabling future turns without interruption, protecting combo setups or fragile Beings that need time to activate their effects.
Frequently Asked Questions
Q: What does giving Darkness to a Being actually do?
A: It makes the Being untargetable by enemy abilities, events or challenges until it interacts.
Q: Can I target Jethro himself with his Prophecy effect?
A: No. The effect requires you to choose another friendly Being.
Q: When is the best time to use Jethro’s ability?
A: On turns when your key Beings are vulnerable to removal or disruption, especially if you're preparing a setup for a bigger play next turn.
Aaron, Voice of Liberty
Aaron, Voice of Liberty is a Common Priest from the Torah Age, costing 5 faith with 5 strength and 3 hope. His Anointing ability allows him to ignore the first source of damage dealt to him, making him a reliable defensive anchor on the battlefield.
Strategic Use In Gameplay
Aaron, Voice of Liberty is crafted for decks that prioritize board stability, defensive resilience, and Priest tribal themes. With Anointing, he can survive an opponent’s removal or trades that would eliminate fragile Beings, giving you more time to develop your strategy. His solid stats combined with this protective trait make him a strong mid-game cornerstone: he can delay enemy aggression, support stall tactics, and anchor value-based or control decks that benefit from a reliable frontline defender.
Synergies And Plays
Anointing Buffer: Use Aaron to absorb an early strike or removal spell that would otherwise wipe out your key Being.
Priest Synergy: Fits well in Priest-themed decks that reward durable Beings or utilize effects triggered by Priest presence on board.
Board Control & Tempo: His high strength and protective trait allow you to maintain a dominant presence, challenging multiple threats safely while building toward game end.
Frequently Asked Questions
Q: How does Anointing work?
A: Aaron ignores the first damage source dealt to him. That damage is applied but not taken, and then his Anointing is removed.
Q: Can Anointing protect Aaron from both combat and spell damage?
A: Yes, it works for any damage, whether from Beings, Events, or abilities, as long as it’s the first hit.
Q: Which decks would benefit most from Aaron?
A: Midrange and Priest tribal decks shine with Aaron’s presence.
Balaam, Hired Seer
Balaam, Hired Seer is a powerful Uncommon Prophet from the Torah Age, costing 5 faith with 5 strength and 2 hope. He possesses the Darkness trait, which means he cannot be targeted before interaction, allowing him to enter the battlefield without being interrupted or removed by your opponent’s preemptive effects.
Strategic Use In Gameplay
Balaam, Hired Seer excels in midrange or control strategies where establishing strong board presence is crucial. With Darkness, he can enter the field safely and position himself to challenge or trade with enemy Beings next turn, making him an ideal unit to secure key trades without fear of immediate counterplay. This makes him an excellent pick for mid- to late-game pressure, especially in decks that want to ensure safe setup or disruptive board control using Prophet-based synergies.
Synergies And Plays
Darkness Defense: Balaam’s untargetability means your opponent must plan around him. Use this to pressure their frontline or protect key moments in your setup.
Prophet Synergy: Functions well in Prophet-themed decks where having multiple Prophets enables unique interactions or abilities.
Trade Assurance: His solid 5/2 stats paired with untargetability give him high potential to remove or force trades with powerful enemy Beings, often shifting the board in your favor.
Frequently Asked Questions
Q: What does Darkness mean for Balaam during my opponent’s turn?
A: As long as he hasn’t interacted (attacked or moved), Balaam can’t be targeted by enemy Events, abilities, or challenges.
Q: Can I use Balaam as a surprise play late in the game?
A: Absolutely. His Darkness makes him an excellent drop when you need to ensure a clean and immediate threat or trade without disruption.
Q: What decks is Balaam best suited for?
A: He fits into midrange Prophet builds, or even aggro decks that want high-impact units for later in the game.
Korah, Rebel Leader
Korah, Rebel Leader is a Rare Man Being from the Torah Age, costing 5 faith with a formidable 6 strength and 3 hope. His Prophecy ability triggers when created, allowing you to deal 3 damage to a target enemy, giving him immediate impact the moment he enters play.
Strategic Use In Gameplay
Korah, Rebel Leader is an excellent addition to any deck looking for versatility, tempo, and board control. His Prophecy damage lets him trade up, finish weakened enemies, or disrupt your opponent’s synergy engines. Meanwhile, his large 6 strength body ensures he remains a constant threat even after his initial effect resolves. He excels in aggro builds, midrange pressure decks, and removal-heavy control strategies, giving him an impressive range of use.
Synergies And Plays
Targeted Damage Versatility: The 3 damage on creation can eliminate smaller Beings or finish off weakened larger ones, ensuring favorable board trades or disrupting your opponent’s tempo.
Aggro Application: In aggressive decks, Korah offers reach and clearing potential, letting your other Beings strike without opposition.
Trade Enabler: Combining high strength and instant impact, Korah can both remove and challenge large enemy threats, swinging the board in your favor.
Frequently Asked Questions
Q: When does Korah's Prophecy ability trigger?
A: It activates immediately when he's created, letting you target and deal damage to an enemy.
Q: Can Korah’s damage finish off a protected Being?
A: Yes, the damage can be targeted any targetable enemy being or opponent.
Q: What type of decks benefit most from Korah?
A: Aggro, midrange, and control decks alike value Korah’s mix of stats and removal, making him a flexible and high-value inclusion.
Slew In Egypt
Slew In Egypt is a Common Event from the Torah Age, costing 5 faith and delivering a powerful, unconditional effect: Exile target enemy being. This makes it one of the most straightforward and efficient forms of removal in the game.
Strategic Use In Gameplay
Slew In Egypt shines as a no-questions-asked removal tool that fits well into decks that prioritize control and disruption. Its ability to exile target enemy Being, regardless of strength, hope, or traits, makes it especially effective against enemies that are protected, buffed, or too dangerous to interact with through combat alone. Although the cost of 5 faith is significant, the reward is often game-defining, especially in the late stages where board presence dictates the outcome.
Synergies And Plays
No Conditions: Unlike other options that require a specified target or gain a setback, Slew In Egypt cleanly exiles any target enemy Being.
Late Game Clarity: In the final phases of a match, this Event is ideal for clearing a key opponent strategy piece, allowing you to stabilize or swing momentum.
Control Core: Perfectly fits in control decks where direct answers are needed to dismantle enemy engines or overpowering threats.
Frequently Asked Questions
Q: Can I use Slew In Egypt on a protected Being?
A: Yes, Slew In Egypt can target and exile any enemy Being regardless of protection, hope, or strength.
Q: Does the target need to be damaged first?
A: No. This Event exiles the enemy Being without any condition or prerequisite.
Q: What decks benefit most from this card?
A: Midrange and control decks that value long-term board control and threat removal will find Slew In Egypt invaluable.
Sacrificial Bullock
Sacrificial Bullock is a Common Cattle Being from the Torah Age, costing 6 faith with a formidable 5 strength and 6 hope. With Protect, it must be challenged before any other enemy Being can interact, making it a reliable buffer and board anchor. It’s ideal for decks aiming to control the flow of combat, protect key units, or stall aggressive pushes.
Strategic Use In Gameplay
Sacrificial Bullock delivers robust control utility by creating a durable line of defense. Its high hope ensures it survives multiple interactions, forcing enemies to deal with it first. As part of the Cattle tribe, it complements decks built around buffs and tribal synergy. Whether you’re buying time for late-game setup or safeguarding combo pieces, this card stands as a cornerstone for defense-driven strategies.
Synergies And Plays
Stops Aggressive Boards: With its high hope and Protect, Sacrificial Bullock acts as an effective wall, absorbing threats and preventing direct overload of your backline.
Beast/Cattle Synergy: Benefits from cards that empower Cattle or Beast Beings, turning its resilience into a springboard for broader tribal strategies.
Control Strategy: Fits seamlessly in decks aiming for board control, enabling you to stall, set up key plays, and then transition from defense to offense with confidence.
Frequently Asked Questions
Q: Can I protect other Beings behind Sacrificial Bullock?
A: Yes. Opponents must challenge Protect beings first before challenging your other non-protect Beings and yourself.
Q: Does taking damage remove its Protect?
A: No. Protect remains active even if Bullock takes damage.
Q: What archetypes does this card excel in?
A: Control, midrange, and tribal decks, as it secures board presence and enables safe plays.
Wilderness Wandering
Wilderness Wandering is an Uncommon Event from the Torah Age, costing 6 faith and offering a powerful board-wide reset. It returns all Beings to their owner’s hand, allowing players to reclaim their presence while forcing opponents to rebuild from scratch. In decks built around combo setups, prophecy triggers, or precise tempo shifts, this card opens the door for tactical retreat and reengagement.
Strategic Use In Gameplay
Wilderness Wandering is a versatile and momentum-shifting Event that excels in controlling the flow of the game. By sending every Being back to their owner's hand, it creates opportunities to interrupt an enemy's aggressive board, reclaim important triggers for your own Beings, and stall for your next major play. It’s a cornerstone for control, tempo, and combo decks alike, especially those with strong prophecy synergies or on-create triggers that benefit from repetition.
Synergies And Plays
Removal and Delay: This is a pseudo-board wipe that stalls the enemy's momentum while preserving your own Beings for re-use, perfect for resetting tempo.
Combo Setups: Enables creative plays with Beings that have Prophecy or On-Creation effects, letting you replay them for repeated value.
Event and Bounce Synergy: Works beautifully in decks that reward event play or return mechanics, giving you the upper hand in a prolonged engagement.
Frequently Asked Questions
Q: Does Wilderness Wandering affect all Beings, including mine?
A: Yes, all Beings on the board return to their owner's hand, including both friendly and enemy units.
Q: Do I get to reuse Prophecy abilities from returned Beings?
A: Yes, if a Being with Prophecy is replayed later, its Prophecy ability will trigger again when it is created.
Q: When is the best time to play Wilderness Wandering?
A: It’s ideal when your opponent has a larger board presence or you have combo pieces that benefit from being replayed.
Ark Of The Covenant
Ark Of The Covenant is a Holy Event from the Torah Age, costing 7 faith and providing one of the most explosive card draws in the entire Bible TCG. It allows you to draw seven verses, instantly refueling your hand with resources and options. This card stands as a monumental late-game power play, giving control decks the ability to reclaim dominance and combo decks the reach to find finishing pieces when it matters most.
Strategic Use In Gameplay
Ark Of The Covenant is the ultimate resource generator, a defining top-deck card that turns an empty or dwindling hand into a flood of Scripture-based power. It’s a massive advantage engine that can single-handedly turn the tide of a match. Whether you’re digging for a critical counter, searching for combo components, or simply stabilizing after a long grind, this card catapults you forward in both card economy and board potential. Best used in control-oriented builds or decks that benefit from heavy verse cycling.
Synergies And Plays
Unmatched Draw Power: Drawing seven verses at once grants overwhelming card advantage, enabling near-endless follow-up plays.
Top-Deck Miracle: Ideal when low on resources, this card can reverse your fortunes in a single turn and overwhelm your opponent with options.
Deck-Thinning & Combo Support: Helps you dig deep into your deck, triggering prophecy and preparing the exact chain of actions you need to close the game.
Frequently Asked Questions
Q: Do I need to have seven cards left in my deck to play Ark Of The Covenant?
A: No, but be careful, because you'll lose the game if you draw a card while having none in your deck.
Q: Is Ark Of The Covenant better in control or combo decks?
A: It shines most in control decks where long-term advantage is critical, but it's also extremely effective in combo decks seeking multiple pieces at once.
Q: Are there better drawing cards than this?
A: There are a few great card draw verses, but there are none that draw more than 7 for 1 faith per card.
Gourd Worm
Gourd Worm is a Common Creep from the Israel Age, costing just 1 faith with 1 strength and 1 hope, making it a subtle but smart early-game play. Upon being Created, it triggers Prophecy to give a target enemy being -1 strength for the turn. This reduction makes it ideal for having another being challenge that turn against a weakened enemy being. Being a Creep, it also synergizes well with low-cost swarm strategies.
Strategic Use In Gameplay
Gourd Worm serves as a tactical early-game tool, letting you manipulate the battlefield with clever precision. It’s designed for players who like to trade smart rather than big, using incremental advantage and combat manipulation to get ahead. In aggressive decks, it creates favorable trades. In tempo decks, it slows down opponents just enough to secure board dominance. When part of a Creep or Prophecy engine, Gourd Worm can help fuel momentum while chipping away at stronger threats.
Synergies And Plays
Early Trades: Weakens early enemy Beings by 1 strength, allowing smaller units to take down bigger threats efficiently.
Creep Synergy: Works beautifully in decks running other Creeps, benefiting from tribe-based boosts and synergies.
Prophecy Activation: Adds a Prophecy trigger to your board flow, enabling deeper synergy with cards that interact with prophecy-based effects.
Frequently Asked Questions
Q: Does Gourd Worm’s Prophecy trigger when it returns to the hand and is replayed?
A: Yes, as long as it is Created again, its Prophecy effect will trigger each time.
Q: Can I choose which enemy Being gets -1 strength?
A: Absolutely. You get to pick the target enemy Being when the Prophecy triggers.
Q: Is Gourd Worm viable in mid-game?
A: While best in the early game, it can still support mid-game trades by softening key enemy threats for your larger Beings to handle.
Breaching Whale
Breaching Whale is a Rare Fish Being from the Israel Age, costing 1 faith and coming in with 2 strength and 3 hope. This powerful card activates Prophecy when created, allowing you to have a big body on your storyline if there are no other beings, or to Exile another target friendly being. Though that might seem like a cost, at the right times, it becomes a combo enabler.
Strategic Use In Gameplay
Breaching Whale is a unique low-cost utility card that thrives in aggressive decks builds. Its ability to Exile a friendly lets you activate powerful effects that would otherwise be hard to trigger, especially in builds designed to benefit from board wipes or Resurrect abilities. It’s also an ideal aggressive opener when your field is empty, turning its high hope into early pressure while preparing for long-term combo setups.
Synergies And Plays
Empty Board Advantage: With no other friendly Beings in play, you avoid its Prophecy downside and immediately get a big being for 1 faith, great for early aggression.
Trigger Resurrect: Use it to exile a friendly Being with Resurrect, enabling its comeback effect and cycling another Prophecy or play.
Fish Synergy: Works brilliantly in Fish tribal decks.
Frequently Asked Questions
Q: Do I have to exile a friendly Being if I play Breaching Whale?
A: Yes, the Prophecy triggers on Creation. If another friendly Being exists, one must be exiled.
Q: Can this card exile itself?
A: No, it must target another friendly Being.
Q: What if I have no other friendly Beings?
A: Then the Prophecy resolves with no effect, this is the optimal way to play Breaching Whale early.
Jericho’s Trumpet
Jericho’s Trumpet is a Common Event from the Israel Age, costing only 1 faith and offering a swift impact by giving +2 strength to a target friendly Being for the turn. As simple as it may seem, this one-turn buff can turn the tide of a battle, whether to finish a weakened opponent, secure a crucial trade, or push damage through defensive lines.
Strategic Use In Gameplay
Jericho’s Trumpet is a flexible early-game tool that shines in aggressive decks, tempo builds, or any strategy looking for precise strength modification. The temporary +2 boost can make the difference between losing a trade or dominating the board, and because it’s a low-cost Event, it slips easily into combo strategies and event-synergy decks. It’s a card with immediate value, enabling lethal trades or burst damage when timed just right.
Synergies And Plays
Buff a Key Trade: Use this card to empower a friendly Being so it can take down a larger threat without dying, giving you control over key moments on the board.
Aggressive Push: Turn an early-game Being into a serious threat, applying pressure and potentially forcing inefficient responses from your opponent.
Event Synergy: Fits perfectly in decks that trigger effects from playing Events, giving you more than just the stat buff in the right setup.
Frequently Asked Questions
Q: Can I target any friendly Being with Jericho’s Trumpet?
A: Yes, any friendly Being on the board can receive the +2 strength buff.
Q: Does the strength buff last beyond this turn?
A: yes, the effect remains on the being permanently.
Q: Does this count toward Event-based triggers?
A: Absolutely. Jericho’s Trumpet is an Event, so it activates all Prophecy and event-related synergies.
Land Inheritance
Land Inheritance is an Uncommon Event from the Israel Age, costing 1 faith. It grants a powerful tempo edge: whenever a targeted Being challenges, you draw a verse. This effect supports both offensive and defensive plays, rewarding proactive engagement and promoting synergy with combat-focused strategies.
Strategic Use In Gameplay
Land Inheritance is a high-value toolkit card that thrives in decks designed to interact aggressively. It creates ongoing resource advantage and board pressure through repeatable verse draw. Naturally, it fits best in combat-centric builds or decks that leverage Event synergies, offering consistency and resilience across the turns.
Synergies And Plays
Challenge-To-Draw Engine: Target a Being primed for attack, every challenge becomes a fuel source, providing potential multi-verse draw over the course of a game.
Event Synergy: Since this card is itself an Event, it triggers buffs or effects that rely on playing Events, compounding its value in synergy decks.
Abundance Combo: playing this on a being with Abundance will draw you two verses in the same play.
Frequently Asked Questions
Q: Does the draw trigger every time the targeted Being challenges?
A: Yes. Each distinct challenge by the Being draws one verse.
Q: Can I target any Being with Land Inheritance?
A: You may target any Being when casting the Event.
Q: Is this a good fit for midrange or control decks?
A: Absolutely. The repeat draw helps stabilize control decks, while midrange decks gain tempo through both resource generation and board pressure.
Oil Anointing
Oil Anointing is an Uncommon Event from the Israel Age, costing 1 faith and granting a powerful blessing to your board. This card gives Anointing to a target friendly Being, which means it ignores the first instance of damage it would take. It's a low-cost, high-impact play that can tip the tide of combat in your favor.
Strategic Use In Gameplay
Oil Anointing shines as a tactical tool in both aggressive and control-focused decks, offering you a cheap and instant way to protect valuable Beings or secure board dominance through favorable trades. Its ability to delay a key removal, win a challenge, or enable a setup turn without risk, great in Event synergy builds and tempo-focused strategies alike.
Synergies And Plays
Protect Valuable Units: Use Oil Anointing on high-priority Beings to ensure they survive an extra turn, especially when setting up game-winning combos or locking in long-term value.
Force Efficient Trades: Apply it to attackers to absorb damage and stay on the board longer, making it a cost-efficient answer to enemy threats in combat.
Buff Chains: Combine with cards that trigger off Event plays or prophecy effects to maintain pressure while expanding your tactical options.
Frequently Asked Questions
Q: Can I play Oil Anointing on a Being that's damaged?
A: Yes, you can play it on any targetable friendly being that's on the storyline.
Q: Can Anointing stack if I play Oil Anointing multiple times?
A: No. Anointing only blocks the next source of damage, and multiple applications do not stack additional immunity.
Q: Is this card useful in aggro decks?
A: It can for aggressive decks that would benefit from winning trades without losses.
Scared Enemy
Scared Enemy is a Common Event from the Israel Age, costing only 1 faith and offering a deceptively strong board-control effect. It sets target enemy Being’s strength to 1, making even the most powerful foe vulnerable to low-cost trades and easy removal. As a cheap and flexible Event, it’s a perfect inclusion in decks that rely on tempo, trades, or event-trigger synergies.
Strategic Use In Gameplay
Scared Enemy is a high-utility, low-cost card that functions as a soft removal tool, weakening key threats and allowing smaller Beings to challenge efficiently. It creates opportunities for favorable board swings and plays a major role in enabling event-driven abilities, especially in mid-to-late-game scenarios where every trade counts.
Synergies And Plays
Trade Efficiency: Use Scared Enemy to neutralize a strong opponent, letting one of your smaller Beings safely challenge it and win the trade.
Event Synergy: Triggers prophecy and other effects that rely on playing Events, making it a combo-friendly inclusion in many builds.
Mid-Late Game Value: Especially useful against high-strength Beings, giving you a cheap answer when more costly removal isn’t available or is being saved for later threats.
Frequently Asked Questions
Q: Does this permanently reduce the enemy’s strength?
A: Yes. It sets the strength to 1 permanently.
Q: Can this card target Beings with abilities like Anointing or Protect?
A: It can target any Being that can be targeted normally. If the enemy Being has Darkness, it can't because it's not targetable.
Q: Is Scared Enemy good against large control threats?
A: Absolutely. It’s especially effective at turning high-cost powerhouses into easy targets for your smaller Beings.
Samuel, Last Judge
Samuel, Last Judge is a Common Prophet Being from the Israel Age, costing 2 faith with 1 strength and 1 hope. Its Prophecy ability triggers when created, granting Anointing to another target friendly Being, meaning it ignores the next damage dealt to it. This makes Samuel an ideal guardian for your key units, offering protection while reinforcing your board.
Strategic Use In Gameplay
Samuel, Last Judge is designed to bolster your board's resilience and maximize the effectiveness of your strongest Beings. By gifting Anointing upon entry, he ensures that your pivotal units can survive the next hit, enabling favorable trades and sustaining momentum. This card integrates seamlessly into Prophet tribal decks, control, and midrange decks that value protection and synergy.
Synergies And Plays
Protect Key Units: Play Samuel right before a critical challenge or when an opponent targets your major threat, ensuring they survive the incoming damage.
Favorable Trades: Give Anointing to one of your attackers to secure a trade with higher-health opposing Beings, even in unfavorable matchups.
Prophet Synergy: Gains value from decks that leverage Prophet type beings.
Frequently Asked Questions
Q: When does the Prophecy ability activate?
A: It triggers immediately when Samuel enters play, allowing you to choose a friendly Being for Anointing.
Q: Can I target Samuel with the Anointing?
A: No, You must target another target friendly being.
Q: Is Samuel good in non-Prophet decks?
A: Absolutely. Any deck that uses a key attacker or finisher can benefit from Samuel’s protective ability, even outside Prophet synergy.
Goliath's Taunts
Goliath's Taunts is an Uncommon Event from the Israel Age, costing 2 faith and drastically altering the battlefield by setting all Beings’ hope to 1. This powerful effect creates a field-wide vulnerability, where any damage becomes lethal. Whether used as a finisher, a setup for a major clear, or a response to overwhelming board pressure, this card can completely shift the game’s tempo.
Strategic Use In Gameplay
Goliath's Taunts is a high-leverage control tool designed for mid to late-game board dominance. Its ability to lower every Being’s hope to 1 opens the door for efficient trades, mass removals, or tempo reversals. This Event works best in decks built to take advantage of low-hope targets, including those that use wide boards or cheap pings for maximum value.
Synergies And Plays
Board Wipe Potential: If you have just as many Beings as your opponent, or if you follow up with damage-dealing Events, this card can lead to a full board clear with minimal investment.
Efficient Trades: Use it when your smaller Beings are already ready to challenge; reducing hope to 1 guarantees favorable trades, even against higher-stat units.
Control Enabler: An ideal addition to control decks that want to neutralize threats in one sweep and reset the board before deploying larger threats.
Frequently Asked Questions
Q: Does this card affect my own Beings too?
A: Yes, Goliath's Taunts sets the hope of all Beings, including yours, to 1.
Q: Can this combo with damage-dealing Events that deal 1 damage to all?
A: Yes! After using Goliath's Taunts, a follow-up 1 damage Event could exile every Being on the field.
Q: Is this card best played early or late?
A: It's most effective in the mid to late game, especially when the board is filled and trades are crucial.
Angry Hornet
Angry Hornet is a Common Creep from the Israel Age, costing just 2 faith and offering both immediate impact and long-term value. With 1 strength and 2 hope, it brings a surprising amount of utility by using its Prophecy ability to deal 1 damage to a target enemy Being upon being created. That small sting can be just what you need to clear a key blocker, finish off a wounded foe, or trigger synergies in your Creep-focused strategy.
Strategic Use In Gameplay
Angry Hornet is a low-cost precision card perfect for decks that thrive on incremental board control. Its damage on entry provides immediate value, making it a strong choice for early- and mid-game exchanges. It fits comfortably in Creep tribal strategies, while also supporting decks that benefit from event-driven activations or damage-based synergies.
Synergies And Plays
Early Board Control: Ideal for dealing with low-hope enemy Beings or finishing off those that survived a previous combat or damage Event.
Creep Synergy: Easily slots into tribal builds focused on Creeps, working well with effects that care about Creep creation or sacrifice.
Board Pressure: Even after using its Prophecy ability, it remains on the field to challenge or push through, maintaining pressure in aggressive lines.
Frequently Asked Questions
Q: When does the 1 damage from Prophecy occur?
A: Immediately when Angry Hornet is created on your storyline.
Q: Can it target friendly Beings?
A: No, its Prophecy effect can only target enemy Beings.
Q: Is it effective in control or only aggro decks?
A: It’s primarily an aggro tool, but can also be used in midrange decks that utilize target damage or seek early board stabilization.
Flock Sheep
Flock Sheep is an Uncommon Cattle Being from the Israel Age, costing 2 faith and offering a powerful board-establishing effect through its Prophecy ability. With 0 strength and 1 hope, Flock Sheep may not deal damage itself, but when created, it spawns two additional 1/1 Cattle Beings, giving you three total Beings for just 2 faith.
Strategic Use In Gameplay
Flock Sheep is a high-value tempo card that thrives in decks looking to develop wide board states quickly. It’s especially effective in Cattle tribal decks, token strategies, or any build that benefits from having multiple Beings on the field. Whether you're looking to overwhelm your opponent with numbers, trigger multiple on-board effects, or set up a powerful combo, Flock Sheep offers reliable and resource-friendly support.
Synergies And Plays
Create Board Presence: For just 2 faith, you create three Beings, instantly expanding your board and enabling plays that rely on sheer numbers.
Cattle Synergy: Works perfectly in Cattle tribal decks where having multiple Cattle in play can unlock other effects and buffs.
Combo Enabler: A great way to fuel friendly exile mechanics, buff-based strategies, or provoke defensive responses.
Frequently Asked Questions
Q: When do the 1/1 Cattle Beings enter play?
A: Immediately when Flock Sheep is created, its Prophecy triggers and creates the two 1/1 Cattle Beings.
Q: Do the summoned Cattle trigger other Prophecy or entry abilities?
A: No, unless otherwise specified, the two 1/1 Cattle are tokens and do not have their own abilities.
Q: Can I use this card in control decks, or is it only for aggro strategies?
A: It’s mainly effective in aggro and midrange decks.
Rise To The Top
Rise To The Top is a Common Event from the Israel Age, costing 2 faith and delivering a potent healing effect by restoring +5 hope to any target Being. This card provides a significant advantage in combat-oriented decks and control strategies, letting key Beings recover and stay on the board longer.
Strategic Use In Gameplay
Rise To The Top excels in decks that prioritize board control and unit value retention. It’s ideal for protecting vital Beings that serve as engines, defenders, or offensive threats. This Event helps you survive aggressive pushes, reset the board in your favor, or allow a bruised Being to challenge again in later turns. The restoration is not just defensive, it can also be a tactical offensive tool by reviving a nearly-exiled threat into a dominating force.
Synergies And Plays
Restore Hope to Key Being: Perfect for saving your high-value units from exile, especially after a tough challenge or targeted damage.
Favorable Trade: Allows one of your Beings to take multiple trades across several turns or trade up into bigger enemy threats while surviving.
Reverse Patience: if a Patience trigger is active, you can reverse it by restoring that enemy being to full hope.
Frequently Asked Questions
Q: Can I use Rise To The Top on a Being at full hope?
A: Yes, but it will have no effect unless the Being has lost hope.
Q: Does it allow the Being to exceed its original hope?
A: No, it restores up to the Being’s maximum hope value.
Q: Is this card better in aggro, midrange, or control decks?
A: It shines in midrange and control decks where unit preservation and board presence are crucial to long-term success.
Ferocious Bear
Ferocious Bear is a Common Beast from the Israel Age, costing 3 faith with 2 strength and 4 hope. Equipped with Protect, this being must be challenged first before any of your other Beings can be interacted with. This card fits well into Beast archetypes, midrange builds, and defensive strategies that require frontline protection to set up stronger plays.
Strategic Use In Gameplay
Ferocious Bear is a valuable mid-game defensive unit that excels in holding the line while other Beings do their work. Its Protect ability forces your opponent to deal with it first, which can stall aggressive advances or save a key support unit from being removed. At 4 hope, it's difficult to take down in a single hit, making it ideal for decks that rely on strategic positioning and sustained pressure.
Synergies And Plays
Protect Other Beings and Yourself: A strong frontliner that absorbs damage and keeps your more fragile or essential Beings safe from harm.
High Hope: With 4 hope, Ferocious Bear can survive most early to mid-game challenges, trading favorably while absorbing valuable resources from your opponent.
Beast Synergy: Fits naturally into Beast tribal decks where synergy effects and buffs can increase its threat level and value.
Frequently Asked Questions
Q: Can Ferocious Bear be bypassed by targeting another Being?
A: No. With Protect, it must be challenged first, making it your primary line of defense.
Q: Does Ferocious Bear work well in aggro decks?
A: While not aggressive itself, it can support aggro decks by protecting fragile attackers.
Q: Can this card trade up into bigger threats?
A: Yes, especially when supported by buffs or Events. Its durability makes it ideal for multi-turn challenges.
Gideon, Swift Warrior
Gideon, Swift Warrior is a Common Soldier from the Israel Age, costing 3 faith with 2 strength and 2 hope. He carries Anointing, meaning he ignores the first point of damage dealt to him each turn, making him resilient in early combat exchanges. With solid stats and a value piece in Soldier-centered or midrange decks.
Strategic Use In Gameplay
Gideon excels as a dependable early to mid-game attacker who can challenge enemy Beings without being removed instantly, thanks to Anointing. This allows him to absorb early hits, survive longer battles, and smooth out board control. As a Soldier‑synergy card, he integrates well into strategies that emphasize combat buffs and aggressive tempo.
Synergies And Plays
Strategic Trades: With Anointing, Gideon can safely engage in early challenges without fear of dying immediately.
Soldier Tribe: Works seamlessly in Soldier‑focused decks, gaining value from buffs, leadership effects, or synergies that target Soldier Beings.
Midrange Stability: His blend of durability and consistent combat output makes him a flexible piece in builds that seek both defense and offense.
Frequently Asked Questions
Q: Does Anointing protect Gideon against lethal damage?
A: Anointing ignores the first damage each turn, regardless of how much it is.
Q: Can he survive multiple turns of combat?
A: Yes. With 2 hope, Gideon could engage in multiple trades, especially when supported by buffs.
Q: Is Gideon effective in aggressive-style decks?
A: Potentially, but he mainly serves as a reliable defender and can wear down enemy Beings over time.
Jonah, Sent To Gentiles
Jonah, Sent To Gentiles is a Rare Prophet from the Israel Age, costing 3 faith with 1 strength and 4 hope. His powerful draw effect triggers whenever he challenges or is challenged, allowing you to draw a verse during nearly every turn of combat. He's a reliable resource engine, especially effective in control decks, prophet-themed builds, or any strategy that rewards long-term card advantage.
Strategic Use In Gameplay
Jonah brings tremendous draw potential in a single card. With 4 hope, he remains on the board long enough to generate repeated value, and his combat-activated draw makes him useful even when he’s not dealing damage. His stats may seem modest offensively, but Jonah’s real power lies in his ability to keep your hand full, helping you cycle through your deck efficiently and prepare for future plays.
Synergies And Plays
Draw Engine: Every time Jonah engages in combat, you draw a verse. Use him to chip away at enemies or provoke challenges to trigger this effect as often as possible.
Prophet Synergy: Fits perfectly into Prophet-based decks that benefit from card draw, spell triggers, or board control centered on spiritual insight.
Sustain Control: In slower decks, Jonah provides the card advantage needed to outlast aggressive opponents and access critical combo pieces or removals.
Frequently Asked Questions
Q: Do I draw a verse even if Jonah does not survive the challenge?
A: Yes. Whether Jonah challenges or is challenged, as long as he engages in combat, you will draw a verse.
Q: Can Jonah trigger his ability more than once per turn?
A: Yes, by giving the abundance ability or beeing challenged multiple times by your opponent's beings.
Q: Is Jonah useful in fast-paced aggro decks?
A: While not optimal for aggro, Jonah adds versatility to decks that need sustainable draw to get a hold of important verses.
Young Lion
Young Lion is an Uncommon Beast from the Israel Age, costing 3 faith with 2 strength and 2 hope. When created, its Prophecy ability triggers to set the strength of a target enemy being to 1. Perfect for Beast archetypes, tempo-based trades, and midrange pressure.
Strategic Use In Gameplay
Young Lion shines in decks that value disruption and board presence. Its Prophecy effect doesn’t deal damage or exile, but softens enemy threats, enabling your other Beings to take more favorable trades. As part of a midrange or Beast-oriented deck, it offers tempo control and reactive plays, especially against high-strength targets.
Synergies And Plays
Disarm Enemy Threats: Lowering an enemy being’s strength to 1 often neutralizes its offensive potential and sets it up for easy removal or a favorable challenge.
Beast Synergy: Integrates seamlessly with other Beast cards that scale from board presence, protection mechanics, or Prophecy triggers.
Midrange Utility: With modest stats and a strong entrance effect, Young Lion adds value at a key stage of the game, offering both threat mitigation and combat readiness.
Frequently Asked Questions
Q: Does it reduce a being’s strength permanently?
A: Yes. The effect sets the enemy’s strength to 1 permanently.
Q: Can I use this to weaken a being with Protect?
A: Yes. Even if a being has Protect, setting its strength to 1 makes it less dangerous.
Q: Is Young Lion better in aggro or control decks?
A: It performs well in midrange and control builds, where softening enemy power opens room for better board trades and strategic momentum.
Elijah’s Mantle
Elijah’s Mantle is a Holy Event from the Israel Age, costing 4 faith and granting a +2/+2 stat buff and Abundance to a target being. This powerful spell instantly upgrades a selected unit, enabling it to challenge twice per turn, making it an exceptional card for applying pressure, securing multiple trades, or pushing for game-ending turns.
Strategic Use In Gameplay
Elijah’s Mantle is a transformative event that amplifies a being's pressure dramatically. Whether you’re turning a modest being into a battlefield titan or enabling a powerful ability to trigger twice, this card adds both lethality and survivability. With its unique combination of stat enhancement and action flexibility, it can single-handedly shift the tide of the game in your favor.
Synergies And Plays
Buff and Battle: A +2/+2 boost can push mid-tier beings out of removal range or let them trade up. With Abundance, they become twice as threatening each turn.
Pressure Engine: Use this on a being with a strong on-challenge effect to double its value or on an attacker to hit multiple threats or opponents in one turn.
Midrange Strategy: Combines well with decks built around building a strong presence and maximizing value plays.
Frequently Asked Questions
Q: Does Abundance last forever?
A: Yes, once granted by Elijah’s Mantle, the being retains the ability to challenge twice per turn as long as it remains on the field.
Q: Can I use this on a being that already challenged this turn?
A: Yes you can, Abundance will allow you to let that being challenge twice.
Q: Is this better on offense or defense?
A: Offense is where Elijah’s Mantle shines, especially when used to finish the game or control the board aggressively.
Baal’s Defeat
Baal’s Defeat is a Rare Event from the Israel Age, costing 4 faith and unleashing a powerful area-of-effect attack: it deals damage to all enemy beings equal to a die roll (D6). This card introduces strategic volatility, capable of serving as a single-turn board wipe or delivering unexpected burst damage.
Strategic Use In Gameplay
Baal’s Defeat is a dynamic tool designed for high-risk, high-reward moments. It can completely overturn board states or apply lethal damage to key threats, but the outcome depends on the roll. With the potential to clear large boards and swing momentum, it’s best used in decks that excel at tempo control, managing risk, or maximizing variance.
Synergies And Plays
RNG Board Clear: Ideal for clearing enemy-wide threats in one turn, resetting the board when you’re behind or looking to maintain dominance.
Game-Swing Potential: A high roll can decisively end the match; even moderate rolls pressure midrange enemy beings.
Control Synergy: Integrates seamlessly with control decks that need efficient board reset tools.
Frequently Asked Questions
Q: What’s the damage range of Baal’s Defeat?
A: The damage is determined by a D6 die roll, between 1 and 6, so expect anywhere from modest removal to full board damage.
Q: Should I hold this for maximum board impact?
A: Yes, it’s ideal to play this when the opponent has multiple Beings on board or when a single high roll can define the game.
Q: Does this damage the opponent also?
A: No, it damages only the enemy beings the opponent controls.
Bloody Jawbone
Bloody Jawbone is an Uncommon Event from the Israel Age, costing 4 faith to deal 4 damage to a target enemy being and draw a verse. This impactful card merges targeted removal with resource generation, making it a reliable tool in both offensive and defensive decks.
Strategic Use In Gameplay
Bloody Jawbone combines the efficiency of single-target elimination with the added benefit of card draw, ensuring you don’t sacrifice tempo for control. Whether you're responding to a threat or clearing the path for aggression, this Event delivers a balance of utility and momentum, making it an overall great verse to have in your deck.
Synergies And Plays
Control Strategy: Use it to neutralize key enemy threats, especially mid to late-game powerhouses, while maintaining hand advantage.
Clear Enemy Threat: Excellent for eliminating problematic Beings with 4 or fewer hope, giving you freedom to execute your game plan.
Gain Resource: Drawing a verse after casting keeps your deck flowing and the game moving.
Frequently Asked Questions
Q: Can I use Bloody Jawbone on any enemy Being regardless of size?
A: Yes, but it will only deal 4 damage, make sure the target has 4 or less hope if you want to exile it.
Q: Is this best in control or midrange?
A: While it shines in control decks, its draw component also supports midrange decks looking to manage threats while keeping momentum.
Q: Does it trigger Event synergy effects?
A: Yes. As an Event, it triggers any effects that activate upon playing an Event.
Daniel, Inside Babylon
Daniel, Inside Babylon is a Common Child Being from the Israel Age, costing 4 faith with 3 strength and 3 hope. Whenever Daniel challenges, your opponent loses 2 points, a powerful effect that chips away at the enemy while keeping pressure on the board. This Child being offers a deterrent against aggressive challenges, and supports value-focused strategies with consistent opponent disruption.
Strategic Use In Gameplay
Daniel offers a compelling blend of board presence and value generation, making him a strategic pivot for midrange and control decks. His challenge-triggered point loss creates a cost for your opponent to interact with him, slowing down aggressive matchups and securing tempo. With solid stats and built-in pressure, he fits seamlessly into Abundance or tribal strategies.
Synergies And Plays
Child Synergy: Works beautifully within Child tribal decks, gaining buffs or triggers that reward Beings with similar themes.
Slowing Aggressive Opponents: Forces opponents to have to gain more points to win the game.
dance Synergy: Complements decks that gain from maintaining a strong board, providing both immediate pressure and long-term value.
Frequently Asked Questions
Q: When does Daniel's ability trigger?
A: It resolves immediately when Daniel challenges, after damage is assigned.
Q: Does his effect stack if he challenges multiple times?
A: Yes, each challenge results in the opponent loosing 2 point.
Q: Does Abundance help his ability?
A: Yes. If he gains abundance, then his ability will trigger once for each challenge.
Saul, Desired Ruler
Saul, Desired Ruler is an Uncommon King Being from the Israel Age, costing 5 faith with 4 strength and 2 hope. When created, his Prophecy triggers, allowing you to Exile a target enemy being with 2 or less strength. This immediate removal can neutralize early threats or persistent utility beings while deploying a strong board presence. His impressive attack power for his cost makes him a natural fit in midrange pressure decks.
Strategic Use In Gameplay
Saul blends targeted removal with a dominant physical presence, making him an ideal play against decks that rely on low-strength utility creatures or value engines. His Prophecy-triggered exile disrupts enemy development while placing a high-damage threat onto your storyline. He excels in control matchups, counters swarm tactics, and functions as a clean answer to elusive low-strength problems.
Synergies And Plays
Exile Small Threats: Use him to remove supporting enemy beings with low strength, especially those with powerful ongoing effects.
Strong Attacker With Value: His 4 strength at 5 cost, paired with removal, makes him a two-for-one in tempo-focused decks.
King Synergy: Fits well into King tribal decks, where his presence and prophecy effects are amplified by synergy buffs or tutoring mechanics.
Frequently Asked Questions
Q: Can Saul exile any being with 2 or less strength?
A: Yes, as long as it’s a targetable enemy being and has 2 or less strength, it qualifies for exile.
Q: What happens if there are no valid targets when Saul is created?
A: Then the Prophecy effect does nothing, but he still enters as a 4/2 body.
Q: Is Saul better in control or tempo decks?
A: He works well in both, but particularly shines in midrange strategies where his immediate value swings momentum in your favor.
Solomon, Wise Request
Solomon, Wise Request is an Uncommon King Being from the Israel Age, costing 5 faith with 2 strength and 6 hope. His Pray +2 damage ability empowers Event damage spells, offering a potent blend of board control and synergistic support. With a high hope stat, he’s designed to stay alive to amplify your plays over multiple turns, perfect for King tribal, Pray-focused builds, and durable midrange decks.
Strategic Use In Gameplay
Solomon excels in decks built around Event damage, turning your removal and utility spells into efficient tools for control and tempo. His high hope means he can continually pump your spells, creating repeated impact while standing strong on the board. He’s a natural inclusion in King synergy decks that aim to outlast the opponent and dominate with quality over quantity.
Synergies And Plays
Prayer-Focused Decks: Solomon's Pray bonus increases the power of Event spells like burn, board clears, or utility effects, helping those spells trade up or finish off Beings.
High Hope Staying Power: With 6 hope, he’s more resistant to being exiled, allowing multiple uses of his Pray buff across several turns.
King Tribe Synergy: Solomon benefits from and enables tribal synergies—whether through buffs from other Kings or through cards that activate on King creation or prayer usage.
Frequently Asked Questions
Q: When does Solomon’s Pray ability activate?
A: It triggers when you play a Event verse, such as an event, increasing the damage it deals by 2.
Q: What types of cards count as Event damage?
A: Any Event or Verse that's not a being, that deals damage.
Q: Does Solomon benefit from King tribal buffs or effects?
A: Yes, he works well in King synergy decks, and any effect that cares about Kings will enhance his value.
Elisha, Double Portion
Elisha, Double Portion is a Common Prophet Being from the Israel Age, costing 6 faith with 2 strength and 5 hope. He brings Zeal and Abundance, meaning he can challenge immediately and can challenge twice in one turn, ideal for aggressive setups and rapid board control. His design fits Prophet synergy, midrange strategies, and decks that demand flexible offense with a spiritual edge.
Strategic Use In Gameplay
Elisha offers a powerful presence that can race through defenses, just like the prophetic mantle he received works through him. With Zeal granting immediate impact and Abundance enabling a second challenge, he’s both a tempo engine and a removal threat. His stats support Prophet tribal builds, and his flexible combat options make him a strong fit for midrange decks seeking tempo and board dominance.
Synergies And Plays
Immediate Pressure: Strike as soon as he hits the board, with no delay. Zeal makes Elisha a surprise threat that forces responses.
Double Strike Potential: Abundance allows a second challenge, making him lethal in favorable matchups or when trading into smaller threats.
Prophet Synergy: Works well with decks that trigger effects with Prophets.
Frequently Asked Questions
Q: What does Zeal do for Elisha?
A: It allows Elisha to challenge immediately when played, bypassing the "created" this turn delay.
Q: How does Abundance interact with Zeal?
A: Abundance gives Elisha a second challenge that same turn, effectively enabling him to challenge twice per turn.
Q: What kinds of decks maximize Elisha’s value?
A: Prophet tribal decks, midrange strategies seeking early board pressure.
Samson, Wild Honey
Samson, Wild Honey is a Common Soldier Being from the Israel Age, costing 6 faith with 4 strength and 7 hope. His Prophecy ability activates when he’s created, granting adjacent beings +1 strength, a potent board-building tool that rewards proper positioning and enables synergistic plays in Soldier tribal builds.
Strategic Use In Gameplay
Samson brings both board presence and support utility in one package. His sturdy 4/7 body grants resilience, while his adjacent buffs ensure your lineup enters combat stronger. As a Soldier, he fits into decks that value fellow soldiers, and his creation effect plays nicely with event sequencing or board setup strategies, offering both tempo and synergy.
Synergies And Plays
Adjacent Buffing: Prophecy gives +1 strength to both adjacent units, place Samson where he can maximize the impact across your board.
Positioning Payoff: Combining Samson with lower-cost Soldiers ahead of his turn ensures your creatures hit harder as soon as he is summoned.
Soldier Synergy: Complements decks built around Soldier tribal themes, think buff lines, teamwork setups, and midrange value tactics.
Frequently Asked Questions
Q: When does Samson’s Prophecy trigger?
A: It triggers immediately when Samson is created, boosting adjacent beings instantly that turn.
Q: Do the buffs from his Prophecy last only one turn?
A: No, those units gain +1 strength permanently, as long as they remain on the board.
Q: Is Samson good in non-Soldier decks?
A: Yes, he’s still a solid 4/7 body for 6 faith, but he really shines when paired with other Soldiers to maximize his adjacency bonus.
Rebuilt Temple
Rebuilt Temple is a Rare Event from the Israel Age, costing 7 faith and delivering a powerful dual-purpose impact. It causes a target opponent to lose 10 points and allows you to draw three verses, making it one of the most versatile late-game cards available.
Strategic Use In Gameplay
This card is built for game-changing momentum. Whether you’re in a control deck looking for a closer, a combo deck needing verses, or simply trying to stabilize against aggression, Rebuilt Temple delivers immediate and meaningful impact. The point loss affects win conditions directly, while the verse draw opens your deck for more plays or combos.
Synergies And Plays
Halts Aggressive Opponents: Dealing 10 point loss in a single play can disrupt racing opponents and turn the tide in your favor.
Massive Resource Gain: Drawing three verses fills your hand, ideal for setups needing more cards or responses to board threats.
Combo Setup Potential: Works great in builds that rely on finding key verses and stalling your opponent.
Frequently Asked Questions
Q: Does Rebuilt Temple target the player or a being?
A: It targets the opponent player directly, reducing their score by 10 points.
Q: When do I draw the verses?
A: You draw three verses immediately after playing the card, helping refill your hand for follow-up plays.
Q: Is it only useful in control decks?
A: Not at all, it’s also excellent in combo decks for setup or control strategies looking for a decisive push to close out a game.
David, God's Heart
David, God's Heart is a Holy King Being from the Israel Age, costing 7 faith and bringing a rich blend of mechanics to the battlefield. With 5 strength and 3 hope, this card comes with three impactful keywords: Protect, Anointing, and Resurrect. These mechanics ensure defensive power, resilience, and a token-based aftermath upon exile, making David a flexible play for control, buff combos, or swarm strategies.
Strategic Use In Gameplay
David, God's Heart thrives in builds that appreciate board control, token creation, or resilient King synergy. His Protect keyword forces your opponent to deal with him first, while Anointing shields him from the first instance of damage. When finally dealt with, Resurrect unleashes five 1/1 cattle, offering a new wave of utility, whether for defense, sacrifice combos, or positioning-based buffs.
Synergies And Plays
Board Protection: The Protect and Anointing combo makes David a durable shield that holds down the frontline.
Combo Enabler: The five 1/1 cattle created on exile synergize beautifully with buff-centric strategies.
King And Cattle: Though a King in type, David’s Resurrect effect leans heavily into Cattle tribal decks.
Frequently Asked Questions
Q: Can he block multiple attackers with Protect?
A: Yes, Protect requires enemies to challenge him first, essentially blocking the enemy board.
Q: When does the Resurrect effect trigger?
A: The Resurrect ability triggers only when David is Exiled, creating five 1/1 cattle.
Q: Are the 1/1 cattle classified as Cattle tribe Beings?
A: Yes, they are Cattle Beings, making them fully eligible for any tribal synergy or buffs that target that group.
Cloud Ascension
Cloud Ascension is a Common Event from the Gospel Age, costing 0 faith and instantly restoring +2 hope to all Beings on your board. This powerful effect supports decks that revolve around recovery, resilience, and extensive event synergy, allowing you to breathe life back into your storyline while keeping momentum alive.
Strategic Use In Gameplay
Cloud Ascension serves as a resource refresh, a support tool, and a timely reset rolled into one play. It allows you to recover key units, pivot in control scenarios, and maintain consistent synergy with other event-based cards.
Synergies And Plays
Board Recovery & Sustain: Restoring +2 hope to all Beings can bring nearly exiled units back into play or allow them to survive critical turns.
Event Combo Engine: As a 0-cost Event, it chains seamlessly with cards that trigger off playing Events or prophecy-based effects.
Seasonal Advantage: Use it before major turns or after a swing play to maintain pressure and flexibility without spending faith.
Frequently Asked Questions
Q: When is the best time to play this?
A: It shines right after a round of enemy interaction, making sure you exile those enemy beings in the process.
Q: Does it affect both your and your opponent’s Beings?
A: Yes, it restores hope to all Beings.
Q: Can it enable multiple event triggers?
A: Yes! Its 0 cost and immediate effect make it ideal for cascading effects and event-centered synergies.
Star Of Bethlehem
Star Of Bethlehem is a Rare Event from the Gospel Age, costing 1 faith and offering two powerful effects: it humbles a target Being, canceling all of its abilities (including stats), and draws a verse, helping replenish your hand. Whether you’re removing a key threat or silencing your own Being for a strategic combo, this card brings both control and card advantage at a highly efficient rate.
Strategic Use In Gameplay
Star Of Bethlehem excels as a versatile utility tool that can disrupt your opponent’s board or set up your own plays. Its ability to humble a Being, effectively silencing any abilities, makes it one of the most flexible Event cards available. This is a staple for combo or control strategies.
Synergies And Plays
Humble Enemy Threats: Use it to target an opposing Being that relies on abilities, shutting down resurrect, protect, and other powerful abilities.
Combo-Ready Utility: Target one of your own Beings to humble them and remove an unwanted ability, like "Can't interact", or if they're feared.
Resource Generation: Drawing a verse after playing it keeps your hand filled and your plays efficient, especially in Event-focused decks that need continual fuel.
Frequently Asked Questions
Q: Can I humble my own Beings?
A: Yes, and in certain decks, that’s exactly what you're planning to do.
Q: Does humbling remove passive effects like Protect or Anointing?
A: Yes. Humbling cancels all abilities of the targeted Being including stats.
Q: Is this good in both aggro and control decks?
A: Although better in tempo decks, Aggro decks can use it to silence protect enemy beings.
Behold The Nail
Behold The Nail is an Uncommon Event from the Gospel Age, costing just 1 faith and featuring the unique Discern mechanic, allowing you to choose between dealing 1 damage to a target Being or restoring +2 hope to it. This versatility gives you the ability to either apply pressure on the enemy board or sustain one of your own key Beings.
Strategic Use In Gameplay
Behold The Nail thrives in decks that demand flexibility and efficiency. The Discern keyword makes this card function like two spells in one, able to adapt to either offensive or defensive roles with ease. It’s especially effective in midrange and tempo decks that toggle between aggression and board control. In addition, the fact that it can target any Being, friendly or enemy, opens up strategic interactions not commonly found in single-purpose spells.
Synergies And Plays
Apply Pressure or Clear Blockers: Use the damage option to ping down a 1-hope enemy Being or weaken a larger target for a future trade.
Sustain Your Frontline: Use the restore mode to extend the life of a vital friendly Being, especially one holding Protect.
Versatile Event Synergy: Since it counts as an Event, it's an ideal piece for event combo decks.
Frequently Asked Questions
Q: Can I target my own Being with the damage effect?
A: Yes, but be careful, it will deal 1 damage.
Q: Is the Discern choice made before or after targeting?
A: You decide whether to deal damage or restore hope, and you choose the target.
Q: Does this card work well in combo or tempo decks?
A: Very much so. Its versatility helps control the pace of play, allowing it to support burst damage or key recovery turns.
Temple Purification
Temple Purification is a Common Event from the Gospel Age, costing 2 faith and offering the effect of granting +2 hope to a friendly Being, while also allowing you to draw a verse. This combination of board sustain and resource generation makes it an excellent inclusion in midrange, combo, and control-themed decks. It helps you maintain pressure, protect your Beings from exile, and keeps your hand stocked with options.
Strategic Use In Gameplay
Temple Purification shines in decks that prioritize resilience, tempo, and card advantage. By applying +2 hope, you strengthen key Beings, especially those with Protect, Anointing, or Prophecy, allowing them to survive longer through damage or exhaustion effects. Simultaneously, the verse draw replenishes your hand and triggers any Event-based synergy, enhancing your ability to chain plays or combo off critical board states.
Synergies And Plays
Offensive Momentum: Add hope to a threat-bearing Being, keeping it active longer for multiple challenges or attacks.
Defensive Buffering: Safeguard a fragile or pivotal Being with a hope boost, dodging removal or preparing it for later use.
Event Synergy: As a spell that counts as an Event, it fuels combos and prophecy chains, enabling multi-card turns or draw-based strategies.
Frequently Asked Questions
Q: Can Temple Purification target a Being that already has full hope?
A: Yes. It will increase the Being's hope, and has nothing to do with the damage it might have taken.
Q: When does the verse draw trigger?
A: Immediately after giving +2 hope to target friendly being, after playing Temple Purification.
Q: Is this card more suited for aggro or control decks?
A: It works best in tempo decks that care about sustaining Beings and chaining Events.
Lazarus, Come Forth
Lazarus, Come Forth is an Uncommon Man Being from the Gospel Age, costing 2 faith with an impressive 4 strength and 4 hope. However, this powerhouse comes with a twist: he can’t interact, meaning he can’t challenge while he has his ability. This unique mechanic turns Lazarus into a strategic centerpiece for players who enjoy combo potential and layered planning.
Strategic Use In Gameplay
Lazarus, Come Forth is designed as a dormant threat, a being with formidable stats that must be unlocked through external effects. This makes it a fascinating card for combo and control decks, where you can intentionally enable his interaction through cards like Humble, which clears his abilities, or give him Protect so he contributes defensively without needing to act.
Synergies And Plays
Humble to Activate: Use a card that humbles Lazarus to remove his “Can’t interact” limitation and unleash a 4/4 body that’s ready to trade or attack immediately.
Protective Wall: Give Lazarus Protect, turning him into an immovable early-game shield that must be challenged first, without needing him to interact at all.
Stat Value: Even without interaction, Lazarus can anchor the board and bait opponent plays while you prepare your win condition.
Frequently Asked Questions
Q: What does “Can’t interact” mean?
A: Lazarus cannot challenge, and cannot use abilities that require interaction, unless another effect like Humble removes his ability.
Q: How do I use Lazarus effectively if he can’t interact?
A: Use effects like Humble to strip the “Can’t interact” ability, or give him Protect to make him a required target defensively without the need to act.
Q: Is Lazarus worth playing if I can’t remove “Can’t interact” right away?
A: Yes. He can stall the board, draw out removal, or support combos indirectly until you're ready to activate or utilize him through synergy.
Crowing Rooster
Crowing Rooster is a Rare Fowl Being from the Gospel Age, costing 2 faith with 1 strength and 1 hope. Its dual‐purpose toolkit, Pray +1 Event damage and Resurrect: Draw a verse upon exile, makes it a multi‑faceted asset. It supports aggressive builds with enhanced damage potential, fuels combo chains through resurrection draws, and strengthens Fowl tribal decks that thrive on wide board states.
Strategic Use In Gameplay
Crowing Rooster is a flexible engine for tempo, resource gain, and tribal synergy. The Pray +1 effect amplifies your damage output at no added cost, making each Event verse hit just that bit harder. When it leaves play, its Resurrect trigger draws you a verse, giving you recovery and momentum exactly when the board shifts. Its value scales in Fowl‑focused builds that reward synergy, while also slotting neatly into any deck seeking card draw or damage burst.
Synergies And Plays
Fowl Synergy: Works wonders in decks that buff tribal Beings, capitalizing on wide board strategies to multiply impact.
Pray Combo: Every Event verse hit is boosted, making your damage spells and events more lethal.
Resource Recovery: When Crowing Rooster exits play, you don’t just lose a 1/1, you also draw a verse.
Frequently Asked Questions
Q: When does the Resurrect mechanic trigger?
A: It immediately triggers when Crowing Rooster is exiled, whether by enemy abilities or by challenging.
Q: Can I use the Pray +1 ability multiple times?
A: Yes! Every time you play an Event, damage dealing verse (such as an event), it will deal +1 damage more each time.
Q: Does it benefit combo or aggro decks?
A: Good for both. It adds pressure through Pray synergy, and refreshes resources with verse draw.
Crown of Thorns
Crown of Thorns is a Common Event from the Gospel Age, costing 2 faith and providing an extremely efficient two-part control effect. It deals 2 damage to a target enemy being and Humbles it, shutting down its abilities for the remainder of its presence on the field. This kind of precision disruption makes it an ideal inclusion in decks that need to answer dangerous threats, shut down abilities, and keep tempo going.
Strategic Use In Gameplay
Crown of Thorns stands out as a rare fusion of removal and silence for just 2 faith. Unlike single-purpose damage spells or conditional disables, this Event guarantees that a threat not only takes a hit but loses its greatest strength, its ability. Whether you’re facing off against a combo piece, a protector, or a powerful passive effect, Crown of Thorns offers an answer. It also plays well into event-driven synergies and fits neatly into midrange, tempo, and control archetypes that want to gain an edge without overspending on answers.
Synergies And Plays
Humble Synergy: Combine with cards that benefit from Humbled enemies to further punish ability-heavy opponents or disable mechanics that would otherwise snowball.
Remove Threats: Take down or neutralize problematic enemy beings by reducing their stats or pairing this with other damage for efficient clearing.
Stop Powerful Abilities: Perfect counter to cards that rely on persistent effects or on-enter triggers, by humbling them, you nullify their impact for the rest of the game.
Frequently Asked Questions
Q: What happens if I use this on a Being with Protect?
A: it will deals 2 damage and remove Protect from the enemy being.
Q: Can I target a Being that has already been Humbled?
A: Yes, this will work especially well if an ability or buff was applied after being humbled the first time.
Q: Does this card work better in aggressive or control decks?
A: It thrives in both. Aggro decks can clear blockers and silence threats, while control decks use it to shut down key ability engines.
Jewish Scribe
Jewish Scribe is a Common Priest Being from the Gospel Age, costing 2 faith, offering 1 Strength, 3 Hope, and bringing a unique utility through its Prophecy ability: when created, it Humbles another target friendly being, canceling that being’s abilities. Used well, Jewish Scribe enables powerful combo setups, enemy debuff resets, and specific synergies with effects that benefit from Humble mechanics.
Strategic Use In Gameplay
The value of Jewish Scribe comes from thinking against the grain. In most contexts, Humble is a defensive or controlling effect applied to the enemy. But here, the card flips expectations by targeting your own beings. This opens a world of potential. Use it to reset negative effects, disable abilities that are blocking your own plans, or synergize with beings that can’t interact unless Humbled. It also contributes to Priest tribal synergy and can help in tempo or control decks looking for low-cost plays that set up for stronger turns.
Synergies And Plays
Can't Interact Synergy: Some beings can't interact unless their abilities are removed.
Remove Debuffs: If your opponent applies an ability that negatively affects your being, Jewish Scribe can erase it by nullifying applied abilities.
Priest Synergy: Plays nicely with other Priest-type cards.
Frequently Asked Questions
Q: Why would I want to Humble my own being?
A: To cancel a harmful ability or prepare a being that requires Humble to activate, such as “can’t interact” effects.
Q: Can I use this after another being is affected by an enemy card?
A: Yes. If a being is afflicted by a lingering ability, Humbling it will cancel all active effects tied to its abilities.
Q: Is this card useful in decks without can't interact synergy?
A: While most powerful in specific decks, it can still act as a tech card to reset mechanics or disrupt control effects placed on your board.
Release Barabbas
Release Barabbas is an Uncommon Event from the Gospel Age, costing 2 faith and delivering potent targeted removal by Exiling an enemy being with 3 or less strength. This efficient spell acts as a clean answer to early and midrange threats and fits beautifully into control decks or tempo-based strategies that focus on maintaining board advantage through selective removal.
Strategic Use In Gameplay
Release Barabbas offers an exceptional removal option that allows you to control the board and protect your game plan without overspending resources. Unlike damaging events, this card guarantees exile on eligible targets, bypassing abilities like Anointing or Protect. This makes it invaluable for managing strong utility cards, support beings, or annoying blockers early on. It's also a great inclusion in event-heavy decks that look to trigger additional synergies while keeping the board clean. Control players, in particular, will love the reliability and timing flexibility this card provides.
Synergies and Plays:
Reliable Removal: Instantly exile enemy beings with 3 or less strength without conditions, ideal against key threats or buffed early-game units.
Event Synergy: Activate combos and synergies that care about events being played.
Control the Tempo: Disrupt the opponent’s flow by removing problematic low-strength beings that may offer outsized value or combo potential.
Frequently Asked Questions
Q: Can this card target beings with more than 3 strength?
A: No, it can only exile enemy beings that have 3 or less strength at the time it is played.
Q: Does it work on beings with Protect or Anointing?
A: Yes. Release Barabbas exiles the target directly and ignores protection from damage-based exile.
Q: What decks benefit the most from this card?
A: Control decks and any build that relies on event synergy or efficient board removal will find this card extremely valuable.
Casting Lots
Casting Lots is a Rare Event from the Gospel Age, costing 3 faith. When played, it grants strength and hope equal to a die roll to a target being and also provides Protect. This card brings both randomized power and immediate safeguarding, blending chance with durability in a single impactful play.
Strategic Use In Gameplay
Casting Lots introduces a high-variance but potentially game-changing effect that can drastically swing board states when used thoughtfully. The random buff can unexpectedly transform a mid-sized creature into a formidable threat or resilient defender. By pairing it with Protect, you can expect that the augmented being will be the target of challenge and removal. This makes it a compelling tool in midrange and aggressive decks that enjoy surprise plays, variable outcomes, and protective layering.
SynergiesAnd Plays
RNG Buff Power: The buff is random, rolled with a D6 die, offering the chance for extraordinary growth, potentially turning a modest board presence into a threat your opponent must answer immediately.
Protect With Purpose: Because it grants Protect, the buffed being remains safe from damage-based removal that turn, making it more likely to survive combat or spells.
Midrange Flexibility: Works well in decks that combine aggression with strategic protection, setting up for big surprises or clutch gatekeeping against enemy advances.
Frequently Asked Questions
Q: Can I target any of my beings with this?
A: Yes, any friendly being can be targeted to receive the die roll buff and Protect.
Q: Is the buff permanent?
A: Yes ,the buff remains on the being.
Q: What decks perform best with this card?
A: Aggro and Midrange decks that rely on swingy combat and well-timed protection will find this card especially potent.
Last Supper Lamb
Last Supper Lamb is a Common Cattle Being from the Gospel Age, costing 3 faith and entering the board with 2 strength and 3 hope. Its Prophecy ability restores +3 hope to a target friendly being when it is created. This card offers a perfect mix of board presence and utility, fitting into strategies that revolve around Cattle synergy and as a stand-alone midrange support card.
Strategic Use In Gameplay
Last Supper Lamb brings restoration and resilience to your board with its healing effect. By restoring +3 hope to another friendly being, this card can swing tempo in your favor by prolonging the life of a valuable unit or enabling favorable trades. It is especially useful in midrange decks that want to keep key beings alive for multiple turns. This also plays an essential role in Cattle-focused archetypes, which often swarm the board and seek incremental value from each unit.
Synergies And Plays
Cattle Synergy: Works naturally in Cattle decks that aim to create broad boards and benefit from tribal interactions.
Restore Utility: Combines well with other restore effects or cards that require hope management to maximize longevity on the board.
Midrange Support: A go-to pick for midrange builds looking to support larger units by extending their survival or allowing them to safely challenge again.
Frequently Asked Questions
Q: Does the Prophecy trigger when I bring the card back to the board from exile?
A: Yes. As long as Last Supper Lamb is created again, the Prophecy effect will activate.
Q: Can the Prophecy target itself?
A: You can, but it won't do anything.
Q: Is this card strong enough to include outside of a Cattle deck?
A: Absolutely. The +3 hope restore is powerful enough to justify inclusion in any deck that values board longevity or needs sustain in combat.
Breaking Bread
Breaking Bread is a Common Event from the Gospel Age, costing 3 faith, and offering a potent +3 strength and +3 hope boost to a target friendly being. This card delivers significant stat enhancement, immediately turning any modest being into a formidable combatant or a resilient blocker. Whether stabilizing your board or pushing for lethal, Breaking Bread is a versatile buff card with broad appeal across multiple strategies.
Strategic Use In Gameplay
Breaking Bread is a power-packed, tempo-shifting card that turns your ordinary beings into dangerous threats in a single move. The +3/+3 buff is enough to flip trades, dominate challenges, or help a key unit survive damage-based removal. With no conditions required to activate, it can be played on curve or held for a tactical response.
Synergies And Plays
Buff for Battle: Use it to surprise an opponent by turning a small or mid-size being into a high-impact attacker or a durable protector in response to their challenge.
Immediate Pressure: Play it on a being with Zeal or Abundance to instantly leverage the buff in offensive trades or multiple challenges.
Aggressive Board Presence: Ideal in aggressive decks that aim to dominate the board early and deal heavy damage before the opponent stabilizes.
Frequently Asked Questions
Q: Can I use this on a being that has already challenged this turn?
A: Yes. The stat boost is immediate can be played at any time during your turn.
Q: Does the +3/+3 buff last permanently?
A: Yes. The effect is permanent, not temporary for a turn.
Q: What decks benefit most from this card?
A: Aggro and Midrange decks that rely on board presence and challenge efficiency love Breaking Bread. It's also excellent in any strategy where one key being needs to survive or dominate a critical trade.
Delivered Captive
Delivered Captive is an Uncommon Man Being from the Gospel Age, costing 3 faith and boasting 3 strength and a substantial 7 hope. Its Prophecy effect deals 4 damage to itself when created, making a unique gameplay dynamic. While this self-inflicted damage may seem like a downside, it unlocks powerful synergy with cards that restore hope, enabling creative plays that reward wise deckbuilding.
Strategic Use In Gameplay
Delivered Captive may appear to self-sabotage, but in reality, it opens the door to synergistic combos and long-term resilience. This card thrives when paired with restore effects that can quickly recover its hope total, allowing it to become a reliable challenger or damage soak.
Synergies And Plays
Restore Synergy: This being is a perfect candidate for cards that restore hope.
Man Tribal Decks: In decks that focus on Man synergy.
Midrange Pressure: With 3 strength and a post-damage hope pool of 3, it’s still capable of trading favorably or sticking around to apply ongoing board pressure.
Frequently Asked Questions
Q: Can I prevent the Prophecy damage when playing this?
A: No. The 4 self-damage from Prophecy happens when the being is created.
Q: Is this a good card to open with in a match?
A: It can be, especially if your deck includes early-game restore cards.
Q: What happens if I Humble him after his prophecy applies?
A: It won't change the damage applied, because Humble resets stats minus damage applied.
Rolled Away Stone
Rolled Away Stone is a powerful Uncommon Event from the Gospel Age, costing 3 faith and offering direct removal of any enemy Being with 5 or more strength. Its ability to exile high-threat units makes it a crucial tool against late-game heavies and meta-defining finishers.
Strategic Use In Gameplay
Rolled Away Stone functions as a high-impact control tool, shutting down your opponent’s most formidable threats with surgical precision. More than just removal, this Event carries synergy potential in decks built around Event triggers, especially those that benefit from exile or playing value-oriented Event sequences.
Synergies And Plays
Removal Card: Perfectly counters late-game powerhouses, ensuring your opponent’s biggest units are gone for good rather than temporarily disabled.
Event Synergy: Cards that activate on Events or track how many Events you’ve played benefit greatly from this impactful play.
Control Strategy: Solidifies board control, clears the way for your own threats or swing turns without fear of retaliation.
Frequently Asked Questions
Q: Can I target a friendly Being with Rolled Away Stone?
A: No. This Event can only target enemy Beings with strength 5 or more.
Q: Does exile remove abilities that trigger on death or destruction?
A: No. When a being with Resurrect is Exiled, it's resurrect ability triggers.
Q: Is Rolled Away Stone useful early in the game?
A: Less so. As a 3-faith Event, it’s designed for mid-to-late game where opponents field high-strength threats.
Crucifixion Centurion
Crucifixion Centurion is a powerful Common Soldier from the Gospel Age, costing 4 faith and offering an immediate boost in board presence. With 2 strength and 2 hope, it's a modest statline, but its Prophecy ability is what sets it apart. When played, this Being creates a 2/2 Soldier, giving you an additional body instantly. This creates a two-for-one effect that’s highly valuable in board-centric strategies.
Strategic Use In Gameplay
This card delivers immediate value and reinforces aggressive or token-based strategies. Having two Beings from one card means you can quickly develop a wide board and pressure your opponent. It also plays well in synergy decks, especially those that rely on Soldier tribal effects or those looking to trigger Prophecy-based bonuses. In midrange or tempo decks, Crucifixion Centurion is a core unit that sets up trades, buffs, and further development on the storyline.
Synergies And Plays
Two For One: You gain instant presence by putting two Beings into play with one card, creating early pressure or reinforcing the board after a clear.
Soldier Synergy: Works perfectly with cards and strategies that boost Soldiers, increase their strength or hope, or benefit from having multiple Soldiers on the storyline.
Prophecy Synergy: Triggers any effects or buffs that benefit from Prophecy activations, adding a layer of combo potential and tactical depth.
Frequently Asked Questions
Q: When is the 2/2 Soldier created?
A: Immediately when Crucifixion Centurion is played. It’s part of the Prophecy ability.
Q: Can I use the 2/2 Soldier the same turn?
A: No. Both of these beings have just been "Created", which stops them from challenging the same turn they were created. The Zeal mechanic overrides this delay.
Q: Is this card only good in Soldier decks?
A: No. While it shines in Soldier-focused decks, the value it provides makes it strong in any deck looking for efficient board development or Prophecy triggers.
Under The Law
Under The Law is a potent Common Event from the Gospel Age, costing 4 faith and delivering a sweeping tactical effect, humbling all enemy Beings and drawing a verse. This action cancels all enemy abilities, neutralizing buffs, passive effects, or triggered skills, and replacing them with pure stat-based threats. It’s especially powerful when timed against combo decks or boards filled with active synergies.
Strategic Use In Gameplay
This Event is a control powerhouse. Under The Law acts as a reset—not by clearing the board, but by stripping enemy Beings of their special abilities. Whether your opponent is flooding the field with buffed soldiers, resilient prophets, or sneaky Darkness-protected units, this Event levels the playing field and simultaneously grants you a draw, keeping your hand alive. Perfect for control decks, midrange answers, or even as a tech choice against synergy-heavy opponents.
Synergies And Plays
Remove All Enemy Abilities and Buffs: By humbling every enemy, you cancel activated, passive, and triggered abilities, neutralizing everything from Protect to Anointing.
Control Card: Combines beautifully with board wipes, stat-altering Events, or follow-up trades, ensuring minimal retaliation.
Resource Generated: Drawing a verse after this mass debuff fuels your hand, letting you stay a step ahead in terms of card economy.
Frequently Asked Questions
Q: Does Under The Law affect friendly Beings?
A: No. Only enemy Beings are humbled.
Q: What if a Being has already used its ability?
A: Humbling cancels current abilities and stat buffs, it doesn’t reverse past actions already completed.
Q: Is this card useful against decks without ability synergy?
A: Less so. It’s most effective against decks that rely heavily on abilities or buffs.
Nicodemus, Born Again
Nicodemus, Born Again is a 4 Faith Being from the Gospel Age, with 3 Strength and 2 Hope, and a powerful passive ability: Whenever a friendly being is exiled, give this being +1 hope. With the right support, Nicodemus becomes increasingly difficult to ignore as he grows in Hope.
Strategic Use In Gameplay
Nicodemus is a synergy-focused card that rewards exile-centric strategies with steady resilience and scaling survivability. Though he enters play with modest Hope, every time one of your other beings is exiled—whether by your own design or through your opponent’s actions—Nicodemus becomes harder to take down. In builds that include Resurrect, temporary buffs, or tokens, he can become a sustained defensive pillar or a late-game win condition by surviving long past expectation.
Synergies And Plays
Exile Scaling: Every friendly exile fuels his growth. Use Resurrect, Mark of the Beast, or Sea of Blood to gain Hope passively.
Gospel Synergy: Pair with other Gospel cards that generate or recycle beings, letting you build up Nicodemus naturally while advancing your own plans.
Combo Protection: Nicodemus acts as a hope battery, growing while your board is cleared or transitioned, keeping pressure on your opponent.
Frequently Asked Questions
Q: Does it count if I exile a being using my own card effect?
A: Yes. Any friendly being that gets exiled, regardless of who initiated it, will trigger Nicodemus’s ability and give him +1 Hope.
Q: What happens if multiple beings are exiled at once?
A: Nicodemus gains +1 Hope for each one. A board wipe that exiles three of your beings would give him +3 Hope instantly.
Q: Is Nicodemus vulnerable early on?
A: Yes, with only 2 Hope at first, he can be fragile if played alone. Use timing or support to maximize his impact, ideally in turns when you plan to exile friendly beings.
John, Water Baptism
John, Water Baptism is a Common Prophet card from the Gospel Age, costing 4 faith and offering 2 strength with 4 hope. His keyword ability, Abundance, allows him to Challenge twice per turn, opening up immense potential for board pressure and tactical elimination of threats.
Strategic Use In Gameplay
John, Water Baptism offers powerful momentum control and works best in decks that want to build a strong storyline or buff it's beings. With his solid hope value and repeat action utility, he can neutralize small threats or soften larger ones before your finishers clean up. When paired with strength buffs, he becomes an aggressive force capable of breaking through even well-defended boards. As a Prophet, he benefits from synergy with other cards that scale off prophetic influence or holy attributes.
Synergies And Plays
Abundance Strategy: Use his double challenge each turn to trade up or control the board with consistent pressure.
Buff Combos: Pair him with events or abilities that increase his strength, every buff is doubled in impact when you strike twice.
Prophet Synergy: Plays well with other Prophet-themed cards.
Frequently Asked Questions
Q: Can John challenge the same being twice in one turn?
A: Yes, as long as the game rules allow and the target remains valid, you can target the same or different enemy beings.
Q: What happens if he challenges once and then is removed before the second challenge?
A: He must be present and able to act for both challenges; if exiled, the second action will not occur.
Q: Is John better in aggressive or control decks?
A: He fits best in midrange decks, his Abundance is perfect for keeping pace or slowly overtaking the board through efficient trades.
Mary, Lord’s Mother
Mary, Lord’s Mother is a Common Woman card from the Gospel Age, costing 5 faith with 4 strength and 5 hope. Upon being created, she triggers Prophecy, restoring +1 hope to all friendly beings. This ability provides immediate and wide-reaching healing, making her an exceptional mid-game stabilizer and a prime support unit for board-based strategies.
Strategic Use In Gameplay
Mary offers excellent board resilience and synergy, especially for decks that lean into Woman tribal themes or midrange control. Her ability to restore hope across the board alleviates pressure from earlier trades or enemy effects, enabling your deck to sustain and pivot to offense. The substantial stats paired with a widespread heal effect make her a reliable centerpiece for decks aiming for both durability and synergy-driven consistency.
Synergies And Plays
Board Resilience: Her mass hope restoration keeps your key beings healthy, increasing survivability against removal and overextensions.
Woman Synergy: Pairs beautifully with other Woman Beings that gain bonus effects from healing or hope mechanics.
Midrange Foundation: A solid 4/5 body with an impactful entry effect, ideal for decks looking to outlast agro strategies or build toward strong late-game boards.
Frequently Asked Questions
Q: Does the hope restoration apply to newly created beings in the same turn?
A: Yes, any friendly Being in play when her Prophecy triggers, including ones brought in that same turn, will receive the restore +1 hope.
Q: Can Mary’s Prophecy be triggered twice if created again?
A: Yes. If Mary is Created again, her Prophecy effect will activate each time.
Q: Is Mary best in Woman tribal decks or general midrange decks?
A: Both! Her board-wide Restore makes her valuable in any deck aiming for board longevity and tempo.
Divided Crowd
Divided Crowd is an Uncommon Event from the Gospel Age, costing 5 faith. It delivers a powerful combo of dealing 2 damage to all enemy beings while simultaneously restoring +3 hope to all friendly beings, making it a compelling board catalyst for decks seeking control and recovery.
Strategic Use In Gameplay
Divided Crowd shines when your board needs a significant reset or tempo swing in your favor. It excels in mid-to-late game scenarios where both clearing enemy threats and revitalizing your frontline is critical. This versatile effect allows you to reclaim board control, recover from previous losses, and convert the new life into immediate offensive potential, all in one strategic play.
Synergies And Plays
Board Damage & Control: Wounds or clears weaker enemy beings, allowing your stronger units to dominate the battlefield.
Hope Restoration: Refreshes your key units’ hope, enabling them to challenge again or survive through follow-up turns.
Endgame Swing: Acts as a game-changing batch removal and heal, often deciding close matches by flipping board state.
Frequently Asked Questions
Q: Does the Restore +3 hope apply to beings already at maximum hope?
A: Yes. all friendly beings will still be restored, but won't exceed their maximum limit.
Q: Can this event help clear small tokens?
A: Absolutely. as long as they have 2 hope or less, they will be exiled when playing this verse.
Q: Should I play this proactively or hold it for reactive moments?
A: Though powerful offensively, it shines best when used reactively to rebuild after a board stall or to clean up overwhelming enemy presence.
Caiaphas, High Priest
Caiaphas, High Priest is a 5 Faith Being from the Gospel Age, with 2 Strength and 5 Hope, and a powerful card draw engine: Whenever you play an Event, draw a verse. In decks that rely on frequent Event use, Caiaphas transforms each play into additional hand advantage, giving long-term value in control, combo, or tempo builds.
Strategic Use In Gameplay
Caiaphas shines in event-heavy decks, giving you a reliable source of card draw simply by doing what your deck already wants to do—play Events. With 5 Hope, he’s hard to remove early, and his value begins accumulating immediately after he's deployed. If left unanswered, Caiaphas can provide a massive hand-size advantage, enabling combo pieces, answers, and board development all at once.
Synergies And Plays
Event-Based Card Draw: Every Event you play refills your hand, making Caiaphas a powerhouse in tempo or control strategies.
Priest Synergy: As a Priest, he benefits from cards that support or boost Priests, giving him potential defensive scaling in specific tribal builds.
Deck Cycling: Use low-cost Events to dig for key cards, control tempo, or enable more complex combos with plenty of resources.
Frequently Asked Questions
Q: Do I draw a verse immediately when I play an Event?
A: Yes. As soon as the Event is played, its cost is paid, and you draw a verse before the Event resolves.
Q: What if I play multiple Events in one turn?
A: You draw once for each Event. Play three Events, draw three verses.
Q: Does this trigger when my opponent plays an Event?
A: No. This effect only triggers when you play an Event.
Chastising Stripes
Chastising Stripes is a 6-cost Event that delivers a devastating blow to your opponent’s board and their score simultaneously. With a single play, it deals 5 damage to a target enemy being and causes the opponent to lose 5 points, offering a potent swing in both tempo and scoreboard pressure.
Strategic Use In Gameplay
While it requires a significant investment of faith, Chastising Stripes is a powerful card that pays dividends in control, tempo, or value-based strategies. It allows you to neutralize a major threat and chip away at your opponent’s total in one clean, impactful action.
Synergies And Plays
Slows Aggression: By removing a dangerous enemy and cutting your opponent’s points, it immediately halts momentum from aggressive decks.
Efficient Threat Removal: 5 damage is enough to eliminate most mid-to-late game threats, and it does so without needing a being on the field.
Scales in Control Decks: This card shines in longer games where you’re managing multiple angles of threat. Its dual impact on board and score creates powerful value over time.
Frequently Asked Questions
Q: Does Chastising Stripes target two separate entities for damage and point loss?
A: No. It targets a single enemy being for the damage, and the point loss is applied directly to the target opponent.
Q: Is the 5 damage dealt as one instance or can it be split?
A: The 5 damage is dealt as a single instance to one target enemy being. It cannot be split across multiple targets.
Q: What kind of decks benefit most from this card?
A: Control decks and midrange builds that need to manage the board while applying pressure to the opponent’s score will find this card extremely valuable.
Herod, Unjust Revenge
Herod, Unjust Revenge is a 6‑cost King Being boasting 6 strength and 4 hope, with a powerful Prophecy ability that deals 3 damage to a target enemy being when Created. It packs a punch both in stats and in a dramatic entrance.
Strategic Use In Gameplay
Herod serves as a powerful tempo swing in mid-to-late game scenarios. His combination of high stats, Prophecy removal, and King synergy makes him a versatile answer to major threats and an imposing board presence.
Synergies And Plays
Threat Removal on Play: His Prophecy ability clears a dangerous opponent or softens a blocker immediately upon entry.
King Tribal Boost: Fits seamlessly into King-themed decks, where high-stat beings and synergistic triggers are key.
Late-Game Clutch: His 6/6 body withstands most trades and his entry effect can turn the tide when you're behind.
Frequently Asked Questions
Q: Does Herod’s Prophecy trigger when he is Created or when he enters the storyline?
A: It triggers immediately upon being Created, allowing you to potentially remove a threat before opposing beings can challenge.
Q: Can I choose not to use the Prophecy ability?
A: No. When Created, you must use the ability and target an enemy being with the 3 damage, unless there are no enemy beings.
Q: Is Herod a good fit in non-King decks?
A: Yes, especially in midrange or control-style decks that need a high-impact presence and immediate removal, even outside of King synergy.
Keys Of Hell And Death
Keys Of Hell And Death is a 7‑cost Holy Event that unleashes a game-changing Resurrection: replay all friendly exiled Events, then remove this card and all friendly exiled Verses from the game. This monumental effect can replay multiple powerful Events in one turn, pushing massive value and turning the tide of battle.
Strategic Use In Gameplay
This Event is a true powerhouse in late-game builds and combo decks. It's designed to reset the board state by replaying previously used Events, enabling massive tempo swings and deep synergy with Verse-focused archetypes.
Synergies And Plays
Ultimate Combo Enabler: Recast your strongest Events in a single explosive turn.
Event Synergy Explosion: Fits perfectly in decks that lean heavily on Event triggers, maximizing value and recursion.
Game-Winning Value: It's a combo enabler or top-deck scenario, it can pull out dozens of points of advantage in one play.
Frequently Asked Questions
Q: When should I play Keys Of Hell And Death?
A: It's best used in the late game when you've already played several strong Events and need a climactic reset.
Q: Will it replay Holy, Common, and Uncommon Events alike?
A: Yes. Any friendly Event that are in the exile pile will be replayed.
Q: Does replaying the Events count again for all their effects?
A: Yes. Each replayed Event will fully resolve their effects.
Jesus, Son Of God
Jesus, Son Of God is a 7‑cost Lord with 7 Strength and 7 Hope, and a game-defining Resurrect ability: when exiled, return this Being where it stands. This means your opponent must exile him by other means than hope loss, to get him off the board. He's the ultimate board anchor and constant pressure source.
Strategic Use In Gameplay
As one of the most powerful cards in Bible TCG, He's the centerpiece of control, tempo, and board-swinging strategies. His stats dominate the battlefield, and his Resurrect mechanic ensures continued presence, forcing opponents into difficult resource decisions.
Synergies And Plays
Unyielding Pressure: With 7/7, he threatens almost any enemy Being, demanding consistent answers or trading hard.
Resurrect Resilience: Even if exiled from hope at 0, he returns on board at the same slot, granting you repeated board resets and overwhelming value.
Powerhouse: Pairs well with any strategy, an incredible board presence any one can benefit from.
Frequently Asked Questions
Q: Can my opponent permanently remove Jesus if they exile him?
A: Yes. If they use direct damage to Him, his Resurrect ability returns him to the same slot.
Q: What makes his Hope value significant?
A: A Hope of 7 makes him exceptionally durable, but His resurrect ability allows for infinite damage take.
Q: How should I build around Jesus?
A: Play Him as soon as possible to benefit from his presence.
Grace Is Enough
Grace Is Enough is a 0 cost Event that both deals 1 damage to a target Being and gives it +2 Strength. This unique combination makes it a versatile removal tool for low‑hope threats while simultaneously triggering strength‑based synergies on your own Beings.
Strategic Use In Gameplay
Grace Is Enough is a powerhouse play despite its low cost. It offers precise removal alongside offensive flexibility, making it ideal for punishing weak foes or strengthening your own forces. It fits seamlessly into aggressive, or buff‑oriented builds seeking both disruption and enhancement. Its dual nature also allows it to serve as a combo enabler, setting up powerful plays when timed correctly.
Synergies And Plays
Precision Removal: Take out an enemy Being at 1 Hope early, while simultaneously boosting one of your units.
Strength Buff Tool: Strengthening a friendly Being can turn trades in your favor or enable surprise lethal damage.
Event Combo Synergy: As a Church event, it consistently triggers prophecy abilities and interacts with event‑focused decks.
Frequently Asked Questions
Q: Can I target my own Being with both the damage and buff?
A: Yes. You can play this on any target being.
Q: Can this card help trigger Patience in some beings?
A: Yes. Damaging the being will trigger it's Patience ability, not to mention the additional +2 strength from this verse.
Q: Is it more for aggressive or control decks?
A: Both, it's great for aggressive decks to push damage and for control decks to trigger patience in one of their beings.
New Life In Christ
New Life In Christ is a 0‑cost Event that deals 2 damage to a target undamaged Being. Designed for efficient early-game control, it perfectly balances aggression and precision, giving you a powerful answer to newly played threats. This card is a must-have in tempo decks, event-focused strategies, and builds that rely on precise interaction and synergy with triggered abilities.
Strategic Use In Gameplay
New Life In Christ shines as a cost-effective removal option, allowing you to eliminate key plays without spending resources or tempo. It unlocks Patience and Prophecy synergies by interacting with fresh Beings, and the fact that it’s free makes it ideal for combo chains and tempo preservation.
Synergies And Plays
Early Threat Removal: Quickly neutralize a newly created enemy Being with 2 damage, ideal when you need to maintain board control.
Trigger Friendly Patience: Targeting an undamaged adversary places your own Beings into optimal states for Patience mechanics.
Event Combo: As a combo verse, it reliably supports event triggers at a low cost.
Frequently Asked Questions
Q: Can I target a Being that has already taken damage?
A: No. It specifically requires an undamaged enemy Being, ensuring it can only hit full hope beings.
Q: Does it trigger event synergy?
A: Yes. It counts as an Event and triggers any related effects you have.
Q: Who benefits most from this card, control or aggro decks?
A: Both. Aggro decks use it for early tempo, while control decks benefit from precise value with no cost.
End Of The Law
End Of The Law is an extremely powerful 1‑cost Church Event that allows you to exile any damaged Being, providing elite-level removal without the need for damage-dealing on your part. This card excels at shutting down key threats, nullifying opponent strategies, and preserving your board. It's a staple in control and tempo archetypes, offering one of the strongest interaction tools in the game.
Strategic Use In Gameplay
End Of The Law transforms the battlefield by offering clean removal on nearly any damaged target, effectively resetting enemy plays while maintaining board position. Its synergy with damage triggers, sacrifice mechanics, and multi-step combos ensures it's a versatile asset for both meticulous control decks and resource-efficient tempo builds.
Synergies And Plays
High-Value Removal: Easily eliminate major threats after they take damage, even from other sources.
Combo Flexibility: Use it immediately after your damage events to secure board space or resource advantage.
Tempo Preservation: At only 1 cost, it maintains your tempo while disrupting your opponent’s board plan.
Frequently Asked Questions
Q: Does it target only enemy Beings?
A:You can target any damaged Being, but you're better off using this on enemy beings.
Q: Is it better to use this on big threats or smaller threats?
A: Any damaged being that poses a threat can be exiled to help you gain tempo.
Q: What deck types benefit most from this card?
A: Control and tempo decks love its precision and appreciate its low cost and timing utility.
Divine Dove
Divine Dove is a 1‑cost Church Fowl Being with 1 Strength, 1 Hope, and the powerful Anointing keyword, meaning it ignores the first damage it receives. This makes it an exceptional early-game play that blocks aggressive enemy threats, creates efficient trades, and synergizes strongly with Fowl tribal archetypes.
Strategic Use In Gameplay
Divine Dove serves as a versatile early shield and tempo stabilizer. It excels at preventing enemy aggression, claiming favorable interactions in the opening turns. Its Anointing ensures it survives more threats than similar low-cost Beings, making it an ideal combo trigger for decks that rely on maintaining board presence. Combine it with other Fowl synergies or buff effects to maximize value over multiple turns.
Synergies And Plays
Early Guard: Blocks the first damage from any threat, allowing it to trade without dying, preserving your board presence.
Efficient Trades: Offers favorable exchanges, trade up against 2 enemy beings.
Fowl Synergy: Works naturally in Fowl tribal decks, triggering buffs effects.
Frequently Asked Questions
Q: Can Divine Dove survive damage spells?
A: Yes, it ignores the first source of damage each turn thanks to Anointing.
Q: Does Anointing protect against all damage types?
A: It protects from the first damage instance, whether from combat or events.
Q: Which deck archetypes should use this card?
A: It shines in aggressive, Fowl tribal, and tempo-focused decks that need early defensive plays.
Fortune Moth
Fortune Moth is a 1-cost Church Creep Being with 1 Strength and 1 Hope, and no special ability. On the surface, it appears simplistic, but this card excels in creep-heavy aggressive decks and tempo-focused strategies. Its low cost allows for quick swarming, cheap trades, or synergy triggers with mechanics that rely on playing Creeps.
Strategic Use In Gameplay
Despite lacking a keyword or prophecy effect, Fortune Moth fulfills a vital role in decks that demand cheap, efficient bodies to maintain momentum or set up combo turns. Because it’s a Creep, it naturally slots into tribal archetypes focused on early pressure, board flooding, or support from exile outlets. Don’t underestimate the impact of a 1-cost body when paired with high-synergy interactions.
Synergies And Plays
Creep Synergy: Works as a catalyst in decks that rely on exiling Creeps or triggering buffs for having them on board.
Aggro Enabler: An ideal turn-one play to get on the board early and challenge low-health enemy Beings.
Efficient Resource Use: Fits into decks that want to play multiple cards in a single turn for wide tempo advantage.
Frequently Asked Questions
Q: Is Fortune Moth worth running with no abilities?
A: Yes, its low cost and Creep type make it valuable in decks that benefit from aggressive starts or sacrifice synergies.
Q: Does this card synergize with specific mechanics?
A: It contributes mainly as a Creep, but it can still receive buffs from Church support cards.
Q: What is its best role in a deck?
A: Use it for early pressure, cheap trades, or in Creep-centric builds.
Ambush Viper
Ambush Viper is a 1-cost Church Dragon with 1 Strength, 1 Hope, and Zeal, allowing it to Challenge immediately when played. This makes it a powerful tempo card, especially for aggressive decks that rely on early board control. As a Dragon, it fits into tribal decks that aim to curve out efficiently and apply pressure from the first turn.
Strategic Use In Gameplay
Don’t let its humble stats fool you, Ambush Viper is all about initiative. Its Zeal keyword allows it to initiate trades on your turn, potentially eliminating early-game enemy Beings before they become threats. This card shines in decks that aim to dominate the board quickly, especially those that capitalize on Dragon tribal synergy or low-cost curve flooding.
Synergies And Plays
Dragon Synergy: Combines well with Church or Dragon-based cards that provide buffs or effects when Dragons enter the board.
Early Trade: Use Zeal to immediately Challenge a 1-Hope enemy, removing threats before they activate abilities.
Aggro Opener: Opens up aggressive lines of play, particularly when followed by additional low-cost Beings to maintain pressure.
Frequently Asked Questions
Q: What kind of deck does Ambush Viper excel in?
A: It’s best in aggressive or tempo decks that want to take initiative early and control the board.
Q: Can Zeal be used the turn it's played even if nothing is on the opponent's board?
A: Yes, Zeal is always active. If no enemy is present, it simply stays ready until needed.
Q: How does this compare to other 1-cost cards with no abilities?
A: The Zeal mechanic gives it an edge by letting you act proactively, not just reactively, especially important in early turns.
Tongues Of Fire
Tongues Of Fire is a 2-cost Church Event that grants +4 Strength to a target friendly Being for this turn only. This is a tactical, explosive boost with immediate board impact, capable of swinging trades, applying aggro pressure, or removing problematic enemy Beings in a single blow.
Strategic Use In Gameplay
This Event doesn’t provide long-term buffs, but in the turn it’s used, it makes a massive difference. +4 Strength allows even modest Beings to take down giants or push through for lethal damage. As a flexible combat trick, it's ideal for trade dominance, closing out games, or protecting your board's key pieces by eliminating threats proactively. It’s a temporary, yet potent, burst of power, a tool perfectly suited for fast decks, mid-game aggression, or critical turn setups where you want a breakthrough moment.
Synergies And Plays
Trade Advantage: Turn a low-cost or midrange Being into a threat that clears bigger enemies, swinging tempo in your favor.
Aggro Tool: Enables massive damage output on your turn—particularly useful for pushing lethal or breaking defenses.
Surprise Removal: Use it to remove enemy Beings via combat instead of relying on dedicated removal cards.
Frequently Asked Questions
Q: Does the Strength bonus last beyond the current turn?
A: No, the +4 Strength effect only applies until the end of the turn. Afterward, the Being returns to its original Strength.
Q: Can I use this on a Being the turn it's played?
A: Yes, but you can only benefit from the Strength bonus if the Being can Challenge that turn.
Q: How does this compare to permanent buffs?
A: This is burst damage, not a long-term investment. It’s stronger than most buffs for a turn but offers no lasting value. It's ideal for a single key play.
Rambunctious Ram
Rambunctious Ram is a 2‑cost Church Cattle with 0 Strength and 3 Hope, boasting a powerful Patience ability. When this Being is damaged, it instantly gains +3 Strength, transforming from a modest wall into a surprising threat that can challenge back harder than your opponent expects.
Strategic Use In Gameplay
This card excels at setting tactical traps and rewarding calculated aggression. You can deliberately damage it, using spells or friendly abilities, to activate Patience, then leverage its burst Strength to swing a challenge or clear a mid‑range enemy. It especially shines in decks that balance offense and control, using it as both a damage absorber and counter‑challenger.
Synergies And Plays
Silent Blocker: With 3 Hope, it can absorb hits safely. Once damaged, it becomes at best a 3/2 threat, ready to engage.
Damage Combo: Pair it with chip damage or other small damage events to trigger Patience instantly on your turn.
Cattle Synergy: Fits naturally into decks that care about cattle tribe bonuses or focus on board-wide buffs for Cattle.
Frequently Asked Questions
Q: Does it get +3 Strength permanently after being damaged?
A: Yes. Unless it's hope is fully restored, or it gets exiled, it has it's Patience ability while it's damaged.
Q: Can I trigger Patience on my opponent’s turn?
A: Yes, if it’s damaged during the opponent’s turn, it will still trigger Patience and gain +3 Strength.
Q: Is it good in slower or control‑oriented decks?
A: Aggro to Midrange decks, as it functions as a low‑cost blocker that can grow into a threat when needed, giving your deck flexible board control.
Rise Up And Walk
Rise Up And Walk is a 2‑cost Church Event that grants a friendly Being +2 Strength and +2 Hope, delivering a powerful surge in both offense and resilience. Ideal for midrange and aggro decks, this card turns a modest creature into a meaningful threat, while also shoring up defenses when needed.
Strategic Use In Gameplay
This card thrives in builds that require flexible responses, whether you're pushing for lethal damage or shoring up a vulnerable frontline. The dual stat boost ensures your Being can both survive a challenge and hit back hard, making it a versatile option in any situational lineup.
Synergies And Plays
Aggressive Burst: Use it on a challenger-ready Being to break through defenses and push to damage the opponent.
Midrange Stabilizer: Bolt up a tired blocker to absorb incoming threats and regain board stability.
Industrial Tempo: The low cost enables quick tempo swings, deploy, buff, and challenge in one turn for strong board presence.
Frequently Asked Questions
Q: When should I prioritize +Hope versus +Strength?
A: Target vulnerable Beings to give them the extra Hope to survive another challenge, or push through that vital +2 Strength to close out the game.
Q: Can I buff a Being the turn it's created?
A: Yes, this is a perfect turn‑to‑turn buff. Create a Being, then raise its stats immediately for surprise value.
Q: Is this better than single-stat buff events?
A: Absolutely. The combined +2/+2 makes it both an offensive and defensive tool, usable in a wider range of plays than single-stat boosts.
Forty Stripes Save One
Forty Stripes Save One is a 2-cost Church Event that delivers one of the cleanest and most powerful forms of removal in the game. For just two Faith, you Exile target highest Hope enemy Being, effectively removing their strongest presence on the board, regardless of its Strength or abilities.
Strategic Use In Gameplay
This Event shines in control decks, tempo strategies, and builds that rely on cheap but impactful plays. By focusing on Hope rather than Strength, it bypasses high-stat bruisers, ignores Protect, and nullifies Abundance or Resurrect effects, making it one of the most efficient answers to dominant threats.
Synergies And Plays
Great Removal: Cleanly eliminates high-hope threats that would otherwise take multiple turns to deal with.
Tempo Advantage: At just 2 Faith, it lets you keep pressure while dismantling the enemy's most fortified Being.
Control Strategy: Combine with verse-draw tools to maintain card advantage while shutting down heavy enemy boards.
Frequently Asked Questions
Q: What happens if multiple enemy Beings share the highest Hope?
A: You'll choose one of them to be exiled.
Q: Can this bypass Protect and Anointing?
A: Yes. Because the effect exiles rather than dealing damage, defensive traits like Protect or Anointing are irrelevant.
Q: Is this better than damage-based removal?
A: In many situations, yes. Especially against Beings that have high Hope or are resistant to typical forms of damage.
Stephen, Stoned Martyr
Stephen, Stoned Martyr is a 2-cost Church Man card with 1 Strength and 2 Hope, and a Prophecy ability that activates upon creation: deal 1 damage to another target Being and give it +2 Strength. This hybrid effect offers both board control and stat enhancement, making it one of the more tactically versatile early-game support cards in Bible TCG.
Strategic Use In Gameplay
This card plays an interesting double-role, serving as both a damage trigger and a buff enabler. You can use the 1 damage ping to activate Patience, remove a weakened enemy, or light up a friendly Being for stronger trades. The +2 Strength bonus allows that same target to become a powerhouse that can pressure or defend more effectively.
Synergies And Plays
Patience Trigger: Activates Beings that have Patience or other synergy cards that benefit from receiving damage.
Potential Removal: Pinging 1 damage can finish off fragile or wounded enemy Beings, cleaning up the board early.
Buff Friendly Being: Great synergy in midrange decks where one strong Being can carry a turn after being enhanced.
Frequently Asked Questions
Q: Can I target an enemy Being to deal damage?
A: Yes, but be careful, the +2 Strength also applies. Use wisely depending on the game state.
Q: Does Stephen’s ability target himself?
A: No. You must select another Being, which can be either friendly or enemy.
Q: Is this a good early-game play?
A: Absolutely. For just 2 Faith, you get a presence on the board and a meaningful stat shift or removal opportunity. It opens up tempo and combo options in a wide range of decks.
Daily Communion
Daily Communion is a 3 cost Church Event that grants Eternal to all friendly Beings for one turn. Eternal means they cannot take Damage, making this a game-swinging defensive and offensive tool depending on your position. Whether you're trying to protect your board or set up favorable trades, this event ensures your Beings stand unscathed.
Strategic Use In Gameplay
This card’s value lies in its temporary indestructability. On a board with multiple friendly Beings, Daily Communion can be a nightmare for opponents who rely on Beings to win. Whether you're facing a swarm, a midrange push, or looking to control a boss threat with smaller Beings, this event makes the impossible trades possible, without losing your assets.
Synergies And Plays
Board Protection: All friendly Beings are shielded from Damage, protecting against Events, abilities, or aggressive challenges for a full turn.
Trade For The Turn: Perfect for initiating trades into stronger enemies, your Beings won’t suffer Damage, allowing for a full clear without losses.
Potentially Clear All Enemy Beings: With multiple attackers, you can swing the board completely, removing all opposition while keeping your field intact.
Frequently Asked Questions
Q: Does Eternal prevent all effects or just Damage?
A: Just Damage. Beings with Eternal can still be Exiled or Humbled, so beware of non-damage forms of removal.
Q: Can I use this defensively and offensively?
A: Yes. You can play it on your turn to remove enemy beings through challenging while protecting your Beings.
Q: Does this card synergize with any mechanics?
A: Absolutely. This is excellent in swarm or midrange decks, or any list where protecting your Beings for one critical turn shifts the entire match.
Apollos, Bold Preacher
Apollos, Bold Preacher is a 3-cost Church Man with 3 Strength, 2 Hope, and the powerful Protect keyword. Protect means this Being must be Challenged first, acting as a barrier between your opponent and your other Beings. While his stats are balanced, it's his defensive positioning that defines his value, especially in the mid-game.
Strategic Use In Gameplay
In decks that aim to establish a firm midrange board presence, Apollos provides much-needed protection to your more valuable or fragile units. Whether you're shielding high-utility cards, setting up future combos, or stabilizing your storyline, this preacher serves as a solid frontline.
Synergies And Plays
Protect Others: With Protect, Apollos forces your opponent to deal with him before attacking your more critical Beings or pushing damage toward your Storyline.
Man Synergy: As a Man, he benefits from cards and mechanics that boost or interact with this type, especially in synergy-heavy Church builds.
Midrange Presence: His cost and stats make him an excellent fit for tempo decks that need a reliable, resilient 3-drop to shape the mid-game.
Frequently Asked Questions
Q: Can Apollos block Events that target other friendly Beings?
A: No. Protect only forces your opponent to Challenge him before you or other beings. It does not prevent direct targeting from Events.
Q: What makes Apollos better than other 3-cost Beings?
A: His Protect ability often soaks up multiple enemy actions or trades, giving you more time to develop your board safely.
Q: When should I play Apollos in my curve?
A: Turn 3 is ideal. Dropping Apollos early allows you to dictate the flow of challenges and often stalls enemy aggression.
Promised Return
Promised Return is a 3-cost Church Event that provides immediate impact by making your opponent lose 3 points and letting you draw a verse. It combines direct point pressure with resource gain, offering both tempo and value.
Strategic Use In Gameplay
The card is simple in effect but deep in utility, particularly in control and combo-based builds. While the raw power of a 3-point reduction can stand alone, it’s the synergy with draw mechanics and control decks that really unlocks this card’s full potential. Promised Return is a proactive tool to chip away at your opponent’s game plan while building your own.
Synergies And Plays
Slow Down Opponents: Against rush or aggressive decks, this event forces them to push harder or lose steam, especially if they rely on tight point margins.
Resource: The extra verse draw keeps your hand full, especially valuable in decks looking to assemble key combos or maintain answers.
Control Combo Decks: Plays beautifully in slower decks that need time to build up powerful interactions or finishers. The point reduction helps create a window of safety while progressing your game plan.
Frequently Asked Questions
Q: Can this be used to finish a game if my opponent is 3 points from winning?
A: No. The 3-point loss will slow down your opponent, now having to gain twice as many points to win.
Q: Does drawing a verse always happen after point reduction?
A: Correct. You always reduce the opponent’s points first, then draw your verse.
Q: How many copies of this should I run in a control deck?
A: Typically 2 or 3, depending on how aggressive the meta is and how much value you place on verse cycling.
Cornelius, First Gentile
Cornelius, First Gentile is a 3-cost Soldier boasting 3 Strength, 1 Hope, and the powerful Anointing keyword, meaning it ignores the first point of damage dealt to it each turn. As a soldier, it can immediately pressure opposing units or absorb early aggression while presenting a solid board presence.
Strategic Use In Gameplay
This card shines in midrange and control-oriented soldier decks, where sturdy, resilient bodies anchor your game plan. Cornelius not only survives the initial blow but also facilitates favorable trades, helping you stabilize or gain tempo.
Synergies And Plays
Anointing Survivability: Start trades without fear of dying to minor damage, ideal for attrition strategies or pushing face against aggressive boards.
Soldier Synergy: Works seamlessly with cards that buff or care about soldier presence, especially those that reward beings on the storyline.
Good Trades: With solid base stats, it can efficiently challenge or block similarly sized threats, trading value and board control in your favor.
Frequently Asked Questions
Q: Does Cornelius ignore damage from events or only challenges?
A: Anointing applies to all forms of incoming damage, so events, abilities, or challenges can be mitigated by the first point each turn.
Q: Can it be challenged twice because of his Anointing?
A: Yes, after his Anointing is hit, subsequent damage will affect him normally.
Q: What's the ideal deck flow to maximize this card?
A: Use Cornelius for offense, then follow up with soldier buffs and protection effects.
Preaching God’s Grace
Preaching God’s Grace is a 3 cost Event that gives +5 Strength to a damaged friendly being, creating a sudden massive power spike. It’s perfect for turning a near-defeated unit into a threatening attacker or dependable defender, shifting the game’s momentum in your favor.
Strategic Use In Gameplay
This card excels in decks that actively damage their own creatures to trigger powerful follow-up plays or patience mechanics. By buffing a wounded unit, you gain both aggressive punch and resilience, making unexpected trades or defenses possible, even when your board looks tenuous.
Synergies And Plays
Aggressive Surprise: A damaged creature suddenly gaining +5 Strength can catch opponents off guard, swinging into trades they thought were won or pushing game winning damage unexpectedly.
Patience Trigger: Use with units that bolster or activate when they take damage; this buff lets you get full value from the unit while securing tempo.
Flexible Utility: Works both offensively to take down big threats and defensively to protect key units in your army.
Frequently Asked Questions
Q: Can I target any friendly being, even if it has zero hope?
A: No. All beings at 0 hope are exiled. As long as the being has 1 or more hope, and less than it's total hope, it's considered damage.
Q: Does it stack with other buffs or only apply the +5 once?
A: It stacks like any buff, adding +5 to existing bonuses.
Q: What’s the best turn to play this card?
A: Use it right after your unit takes damage, and before you use it to challenge.
James, To The Jews
James, To The Jews is a 4 cost Man being from the Church Age with 4 Strength and 1 Hope, featuring Zeal, allowing it to challenge immediately when played. As both a faithful representative and a frontline fighter, James combines aggression with strategic pressure, giving you an early tempo edge and board control.
Strategic Use In Gameplay
This card thrives in aggressive decks that aim to challenge early and keep constant pressure on the opponent. The combination of solid stats and Zeal means you can hit the ground running, disrupting opponents before they establish stronger field presence. Ideal for Man-focused strategies, James serves as both an attacker and a reactive defender.
Synergies And Plays
Immediate Pressure: Zeal lets James challenge as soon as he’s played, stealing initiative and potentially removing key enemy Beings before they can act.
Man Tribe Support: Works well alongside other Man tribal cards that grant buffs or effects when Men enter or challenge, fueling combo loops or triggering support plays.
Aggressive Board Setup: Use him to clear early threats, secure board speed, and enable your other Beings to follow up with less resistance.
Frequently Asked Questions
Q: Can James challenge even if there are no enemy Beings yet?
A: Yes. Zeal activates immediately, so even empty board situations allow him to challenge the opponent.
Q: Does James stay challenging capable if I buff his Strength or Hope?
A: Yes. He retains Zeal and can still be used to challenge even after buffs.
Q: Which decks benefit most from James?
A: Aggro decks and Man tribal decks, where early board presence and immediate challenges help drive your advantage.
First Shall Be Last
First Shall Be Last is a 4‑cost Event from the Church Age featuring a powerful Discern ability: choose one of the two following options: deal 5 damage to a target undamaged being, or restore +5 hope to a target damaged being. This versatile card flips the game by either delivering a heavy removal or reviving a key ally.
Strategic Use In Gameplay
This card excels in mid-to-late game scenarios where flexibility is critical. Whether you need to eliminate a major threat or revive a strategic unit, First Shall Be Last gives you both options in a single package. It fits perfectly in control decks, board-swinging combos, and even survival-focused builds that rely on timing and resource management.
Synergies And Plays
Discern Removal: Use the damage option to finish off a strong, undamaged enemy Being, especially those shielded by buffs or hope.
Resurrection Utility: Decide to restore hope on a damaged key unit, enabling it to survive further turns or execute another challenge.
Event Synergy: As an Event, it triggers effects and fuels tempo decks that profit from playing multiple events in a turn.
Frequently Asked Questions
Q: Is the Discern choice made at random?
A: No. You decide which of the two abilities you'd like to use when playing this.
Q: Can I target a Being with both damage and hope restoration?
A: No. You must choose one outcome at resolution: either damage the undamaged, or restore the damaged.
Q: Does this synergy well with event-triggered cards?
A: Absolutely. Since it’s an Event, playing it can trigger abilities from other Beings or unlock combo chains in your deck.
Jude, Old Mysteries
Jude, Old Mysteries is a 4‑cost Man being from the Church Age with 3 Strength and 2 Hope, featuring a powerful Resurrect ability: when exiled, he returns and triggers a beneficial effect, adjacent beings gain +1/+1 and Protect. This ability rewards smart positioning and mid-game resilience.
Strategic Use In Gameplay
In a meta where board presence is critical and tough challenges abound, Jude offers both durability and value. His Resurrect ensures that even if he’s removed, your board doesn’t falter. He excels in tribally aligned man decks, midrange synergies, and strategies that leverage positioning to optimize buffs.
Synergies And Plays
Protective Positioning: Place Jude between key allies to maximize the Protect buff upon his return, ideal for shielding fragile units.
Board Swing Potential: If challenged and exiled, he returns buffed and defensive, often catching opponents off-guard and shifting momentum.
Tribal Strength: Works seamlessly in decks featuring other Man Beings, enabling synergy with tribal buffs, combos, or event-triggered boosts.
Frequently Asked Questions
Q: What triggers Jude's Resurrect ability?
A: He must be exiled, triggering at that moment the buff on adjacent beings.
Q: Can I trigger his ability more than once?
A: Only when Jude is exiled can his Resurrect ability trigger, then he goes into exile.
Q: Does Protect last permanently on adjacent beings?
A: Yes. Protect is applies permanently.
John, Beloved Believer
John, Beloved Believer is a 5-cost Man being from the Church Age with 5 Strength and 5 Hope. While he has no active ability, his high baseline stats make him a reliable body for pressuring the board, trading with enemy threats, or anchoring your mid-game line.
Strategic Use In Gameplay
In a game filled with triggered abilities and complex mechanics, John stands as a stat-efficient choice for players looking for simplicity and solidity. His cost-to-stat ratio is highly competitive, and being a Man, he slides naturally into synergy-focused builds.
Synergies And Plays
Solid Midrange Anchor: His 5/5 body makes him capable of trading favorably against most Beings in the same cost bracket.
Man Tribal Fit: Easily enhanced by effects targeting Man Beings, such as buffs, draw triggers, or Protect-granting cards.
No Timing Restrictions: With no abilities to coordinate, John can always be played on curve and reliably fulfill his role without planning around conditions.
Frequently Asked Questions
Q: Why would I play a Being with no ability?
A: John offers great value in raw stats, making him ideal when you need a solid frontline without worrying about triggers or combos.
Q: Is he good for aggressive or defensive decks?
A: He works in both. His 5 Strength helps apply pressure, while his 5 Hope ensures he doesn’t fall to smaller threats easily.
Q: Does he work in synergy decks?
A: Absolutely. He’s a Man Being, so any deck leveraging Man synergies will benefit from his presence.
Timothy, Greek Jew
Timothy, Greek Jew is a 5-cost Man being from the Church Age with 4 Strength and 3 Hope, featuring Zeal, which allows him to Challenge immediately when played. This makes him an excellent midrange play, useful for taking early initiative or removing freshly deployed threats before they can act.
Strategic Use In Gameplay
The Zeal keyword transforms Timothy into more than just a stat block, he becomes a proactive answer to board developments. Whether you’re playing aggressively or trying to maintain pressure in a midrange deck, his combination of initiative and solid stats delivers reliable board impact.
Synergies And Plays
Instant Board Presence: His Zeal allows for immediate interaction, removing a threat or forcing a trade the moment he's played.
Sturdy Tempo Play: With 4 Strength and 3 Hope, he can often take down a Being while still sticking around, maintaining presence.
Man Synergy: Easily enhanced by Church or Man tribal effects, he fits well into strategies that reward classification cohesion.
Frequently Asked Questions
Q: Can Timothy attack on the turn he’s played?
A: Yes. His Zeal allows him to Challenge immediately, unlike most Beings which must wait a turn.
Q: Is his Hope value a liability?
A: At 3 Hope, he’s reasonably durable for his cost, especially since his primary role is removal or tempo advantage upon entering.
Q: What’s the best use for Timothy in a deck?
A: Use him to answer key enemy Beings immediately or to establish early control in aggressive or midrange decks.
Peter, Jewish Apostle
Peter, Jewish Apostle is a 6 cost Man Being from the Church Age with 3 Strength and 7 Hope, and he boasts the compelling keyword Patience: so when he’s damaged, he gains Protect and Abundance, which means he must be Challenged first, and can Challenge twice. This makes him a resilient board presence, capable of turning defense into overwhelming offense.
Strategic Use In Gameplay
Peter isn’t just a stat line, he’s a game-turner. His Patience triggers upon taking damage, granting Protect to absorb future hits and Abundance to generate extra attack opportunities. This dynamic makes him both a buffer and a finisher, ideal for decks that survive early skirmishes to claim mid to late-game supremacy.
Synergies And Plays
Patience Buff: When he's damaged, he transforms, gaining Protect (must be challenged first) and Abundance (allowing a bonus Challenge).
Buffed Finisher Potential: His newly gained buffs convert him into a powerful attacker, swinging twice in a single turn and pressuring opponents dramatically.
Man Synergy: Fits seamlessly into tribal synergy strategies where buffing or supporting Man Beings yields additional value.
Frequently Asked Questions
Q: Does Peter trigger his Patience ability if he’s dealt even 1 damage?
A: Yes. Any form of damage, including bleed, event damage, or challenge, will activate Patience, because he'll become damaged.
Q: Can Peter survive multiple hits in a row?
A: Absolutely. His 7 Hope is a lot to deal with.
Q: How should I build a deck around Peter?
A: Include cards that can chip damage onto Peter early to take full advantage of his Patience triggers, and have a lot of buffing abilities to add to him.
Saul, Strict Pharisee
Saul, Strict Pharisee is a 6 cost Man Being from the Church Age with 7 Strength and 4 Hope, featuring a powerful Prophecy ability: when he is created, he Fears a target enemy Being for two turns, preventing any interaction.
Strategic Use In Gameplay
Saul brings uncompromising control to the board. His high Strength make him a formidable blocker and attacker, while his Prophecy ability shuts down a key threat for two entire turns, giving you breathing room for combos, board development, or securing tempo.
Synergies And Plays
Threat Suppression: Immediately upon entering, he can silence a dangerous enemy Being and keep it locked out for two turns, the one you played him and the next one.
Board Anchor: With 7 strength and solid 4 hope, Saul stands tall in the frontline, serving as both a dam and a battering ram depending on gameplay needs.
Man Tribal Fit: As a Man Being, Saul benefits from synergy with other Man-centric cards, especially those that buff stats, grant supports, or reward prophecy triggers.
Frequently Asked Questions
Q: Does Fear from Saul’s Prophecy disable passive abilities like Protect or Abundance?
A: No. Fear only prevents interaction (challenging and moving).
Q: What happens if the targeted enemy Being is damaged?
A: Fear will still apply, preventing all interaction for two turns regardless of the opponent’s current state.
Q: Can I plan to exile an enemy being while it's Feared?
A: Definitely. Use the two-turn window to set up your board and play more verses.
Paul, Truth Of Grace
Paul, Truth Of Grace is a Man Being from the Church Age, costing 7 Faith, with 4 Strength and 6 Hope. He brings a potent mix of Zeal, can challenge immediately, and Patience, when damaged, he gains +5 Strength, turning into a devastating mid-to-late-game finisher.
Strategic Use In Gameplay
Paul arrives as a controllable powerhouse equipped to pressure your opponent aggressively. His Zeal allows him to immediately challenge post-play, and with Patience, he can swing momentum by dramatically increasing his damage output. Build around him with events and buffs to unleash his full, explosive potential.
Synergies And Plays
Immediate Impact: Leveraging Zeal, Paul can swing the board as soon as he lands, perfect for disrupting enemy setups or securing trades right away.
Explosive Damage: With Patience, Paul becomes a threat even when damaged. Support him with buffs and protective synergy to trigger his strength burst and overwhelm enemies.
Finisher Potential: In a late-game scenario, Paul can serve as a clean-up tool or win-condition. Combine with buffs or protective plays to ensure he survives the initial hit, triggers +5 Strength, and finishes off weakened threats.
Bride, Body Of Christ
Bride, Body Of Christ is a Holy Bride Being from the Church Age, costing 7 Faith, with 6 Strength and 7 Hope. At the start and end of every turn, she gains +1/+1, making her an ever-growing powerhouse that demands immediate attention, or she will dominate the game.
Strategic Use In Gameplay
This card is a ticking time bomb, each turn she becomes harder to remove and poses increasing threat levels. She synergizes superbly with decks that feature Bride tribal synergies, buffs, or protective spells to ensure she sticks around. Use her to close games or hold the board while you build your secondary strategy.
Synergies And Plays
Unstoppable Growth: Her passive buffs at start and end of turn make her a threat to clear immediately, delaying just one turn can cost your opponent heavily.
Bridal Synergy: In decks with support for Bride Beings, she acts as a central finisher, benefiting from buffs, resource generation, or protective effects.
Game‑ender Potential: As a 7 Faith card that steadily ramps, she shines in fatigue or grind matchups. Combine with resource plays or stall tactics to dominate late-game demand.
Frequently Asked Questions
Q: When exactly do the +1/+1 buffs trigger?
A: She gains +1 Strength and +1 Hope both at the very start of your turn and again at the end, doubling her growth potential each time it's your turn.
Q: Can I protect her to maximize her growth?
A: Absolutely. Using Protect to others and Anointing to her, you can ensures she survives long enough to win.
Q: What happens if she is exiled after growing?
A: If your opponent can't trade with her, then they'll need to find another way to exile her, potentially with an event.
Jews Protected
Jews Protected is an Uncommon Event from the Wrath Age, costing just 1 Faith, and delivers a surprisingly high-impact effect for such a low investment. It allows you to Exile one of your own friendly Beings, and in exchange, causes your opponent to lose 4 points. This combination of self-targeted utility and direct scoring disruption makes it one of the most efficient tempo cards in the game.
Strategic Use In Gameplay
This event is a versatile piece in your deck, whether setting up combos, resetting buffs, or punishing opponent overextensions. It fits beautifully into decks that leverage exile triggers, synergies, or aggressive tempo plays. Its low Faith cost makes it easy to slot into virtually any turn sequence.
Synergies And Plays
Combo Setup: Exiling your own Being can trigger Resurrect abilities.
Tempo Explosion: A single Exile plus 4 opponent point loss for just 1 Faith creates a massive swing, perfect for punishing overcommitment or momentum shifts.
Versatility in Timing: Use mid-game pressure or early-to-mid flex-play, even late options to activate end-game combos.
Frequently Asked Questions
Q: Can I exile any friendly Being, even those with high cost or buffs?
A: Yes. You can target any friendly Being on your board, but unless they have a resurrect ability you want to trigger, you're better exiling a small friendly being.
Q: Does the opponent's point loss scale with other effects?
A: The opponent loses a flat 4 points, unaffected by buffs or external modifiers.
Q: Is this card only useful in specific decks?
A: Mostly combo decks for synergies, and control decks for slowing the opponent down.
Bitter Wormwood
Bitter Wormwood is a Holy Wrath Event, costing 1 Faith, that packs a sharp punch: by exiling a verse from your hand, you deliver 4 damage to a target enemy Being. This card uses a verse in your hand (if you have one available) to deal a tremendous amount of damage for the cost of 1.
Strategic Use In Gameplay
This event offers incredible damage for minimal cost, making it a versatile tool for decks that seek sharp tempo swings or precise answers. It’s a potent choice for aggressive plays, but its verse exile requirement also rewards those with exile synergies. You can optimize its power while having no other cards in hand.
Synergies And Plays
High-Impact Removal: 4 damage at just 1 Faith allows you to take down mid-sized threats cleanly, routing your opponent's board.
Aggro Catalyst: Use it to finish off a weakened Being or swing a critical fight, accelerating your board pressure.
Verse Investment: Integrates beautifully into decks that exile verses deliberately, leveraging exiled verses to fuel your offense.
Frequently Asked Questions
Q: Can I exile any verse, even one I just drew?
A: Yes, you can choose any verse from your hand, though timing this for optimal board impact is key.
Q: Is it better in aggro or control decks?
A: It's effective in both: aggro decks benefit from low-cost burst, while control decks can use it as a cheap removal packaged with verse management.
Q: Can I target a Being that has Protect or anointing?
A: Yes, if the Being is on the board, you can target it, but damaging a being with anointing will only remove the anointing.
Left Behind Sinner
Left Behind Sinner is a 1 Faith Man Being from the Wrath Age with 1 Strength and 1 Hope, and a unique Resurrect trigger: when Exiled, he deals 1 damage to all players. While his base stats are modest, the value comes from advancing the game forward for everyone.
Strategic Use In Gameplay
At first glance, Left Behind Sinner appears unassuming, just a 1/1 for 1, but his Resurrect ability makes him a deceptively potent piece. Whether played on turn one aggressively, or as a planned exile trigger later in the game, he can chip away at both players while synergizing with effects that benefit from player damage or Resurrect mechanics. In aggressive or damage-focused decks, he becomes both an enabler and a threat.
Synergies And Plays
Early Tempo Drop: A 1-cost Being that can pressure early while setting up for a later Resurrect trigger.
Self-Exile Value: Works well with cards that exile your own Beings for extra effects or benefits, letting you time the damage.
Man Synergy: Fits easily into Man tribal builds, gaining support from shared effects and helping establish an early board presence.
Frequently Asked Questions
Q: Does Left Behind Sinner damage itself with its Resurrect ability?
A: No. The damage occurs after it is exiled, and it only affects all players on the field.
Q: Can I control when its Resurrect triggers?
A: Yes. You can pair it with cards that exile your own Beings or challenge it against a being with 1 or more Strength to activate its effect strategically.
Q: Is this card better in aggro or control?
A: It leans slightly toward aggro because it slowly chip away at opponents (including yourself).
Celestial Wonder
Celestial Wonder is a 1 Faith Woman Being from the Wrath Age, with 0 Strength, 1 Hope, and the powerful Darkness keyword (can’t be targeted before Interaction). Additionally, at the end of your turn, she grants +1 Hope to another friendly Being, a subtle but impactful support effect that can swing momentum in midrange and buff-centric decks.
Strategic Use In Gameplay
While she may not pressure the board in the traditional sense, Celestial Wonder is a silent architect of sustainability and tempo. By protecting herself with Darkness and improving board endurance through end-of-turn Hope gains, she acts as a quiet enabler, bolstering key units over multiple turns and enabling mid-to-late game swings that competitors won’t see coming.
Synergies And Plays
Midrange Staple: Provides ongoing support without costing extra resources, rewarding decks that endure into later turns.
Continual Buff Engine: The regular Hope boost can transform average Beings into formidable threats or resilient blockers.
Darkness Strategy: With untargetable status until interaction, she stays safe from removal while supporting your core board.
Frequently Asked Questions
Q: Can Celestial Wonder target herself with her end-of-turn Hope effect?
A: No. The ability specifically targets another friendly Being, so she must share the boost.
Q: Does Darkness protect her from global effects like board wipes?
A: No. Darkness only prevents targeted effects. She remains vulnerable to untargeted damage.
Q: Is she ideal for aggro, control, or midrange decks?
A: She excels in aggro and midrange strategies, where staying power and incremental advantages shape the late game.
Evil Locust
Evil Locust costs 1 Faith and is a Spirit Being from the Wrath Age, entering with 3 Strength and 2 Hope. It also comes with a Prophecy effect that grants your opponent 3 points when played. This creates a fast but risky option, powerful for early pressure, but not without its tradeoffs.
Strategic Use In Gameplay
This Being thrives in aggressive or rush strategies, where the goal is to flood the board and force aggression before your opponent can stabilize. While it gives the opponent 3 points upon entering, its strong stats for 1 Faith make it excellent for early trades or swift attacks. Combined with Spirit synergy and a low cost, it finds its place in decks aiming to overwhelm quickly rather than control slowly.
Synergies And Plays
Early Game Pressure: At 3/2 for 1 Faith, this is a highly efficient unit, capable of trading up or delivering quick damage.
Risk–Reward Tempo: The opponent gains 3 points, but you establish aggressive board presence, ideal when you’re dictating tempo.
Spirit Synergy: Pairs well with other Spirit cards or themes that capitalize on death effects or recursion for cheap units.
Frequently Asked Questions
Q: Why would I give my opponent 3 points?
A: You’re paying a small cost for a massive early board advantage. If you're in an aggressive deck, you can negate the drawback by applying pressure faster than they can recover.
Q: Can I mitigate the Prophecy somehow?
A: While you can't avoid the point gain, cards that penalize the opponent for gaining points or control the board can reduce the downside’s impact.
Q: Is this card useful late game?
A: Less so. Evil Locust is best used in the opening turns, where tempo is more critical than long-term value.
Patient Saint
Patient Saint costs 1 Faith and is a Child Being from the Wrath Age, with 1 Strength, 1 Hope, and the Protect keyword, requiring it to be Challenged before anything else can be. This makes it an ideal unit to set the tone in early rounds, shielding key parts of your storyline and providing a secure frontline for development.
Strategic Use In Gameplay
In low-cost early game strategies, Patient Saint excels as both a defensive piece and a tribal synergy tool. Its Protect ability forces your opponent to go through it before reaching more valuable targets, making it perfect for shielding more fragile or important beings. As a Child, it also contributes to Child synergy decks, where multiple low-cost units can swarm the board and scale over time.
Synergies And Plays
Solid Opening Defense: A 1/1 with Protect ensures your opponent can’t easily start attacking more critical beings on your storyline.
Child Synergy: Excellent in tribal builds that reward playing multiple Child types, enabling swarm tactics or triggering special effects.
Support Shield: Protects high-value units or those setting up combos, allowing you to build your board state with fewer interruptions.
Frequently Asked Questions
Q: What does Protect actually do?
A: Protect means that this Being must be Challenged first, your opponent cannot challenge you or your other Beings until this one is dealt with.
Q: Is it worth playing a 1/1 unit in the late game?
A: While it's strongest early, Patient Saint can still serve a protective role later by absorbing a hit or defending a more important unit from being attacked.
Q: Can I buff this unit to make it more threatening?
A: Absolutely. Adding Strength or Hope buffs can make this protective unit a surprise attacker or a long-term defensive wall.
Mark Of The Beast
Mark Of The Beast is a 1 Faith cost Event from the Wrath Age that grants +3 Strength and +3 Hope to a target friendly Being, but at a price: it is Exiled at the end of your turn. This explosive, yet fleeting buff provides a powerful tempo swing at minimal investment.
Strategic Use In Gameplay
This Event thrives in decks that seek immediate impact and tempo bursts. The +3/+3 buff can transform a modest unit into a threat capable of swinging trades or delivering a surprise strike on your opponent’s board or life total. Perfect for aggro strategies, it can also be used defensively to reinforce a key blocker. Its short-lived nature encourages calculated plays, swing hard now, accept the loss later.
Synergies And Plays
Aggro Finisher: Empower a low-cost Being to break through defenses or finish off a weakened opponent.
Trade Tool: Buff a blocker to overpower a stronger enemy Being for value, exiling your unit at the end.
Event Synergy: Works seamlessly in decks with buffs or combos that benefit from having beings be exiled.
Frequently Asked Questions
Q: Where does the Being go when exiled?
A: It goes from the storyline to the exile pile, where it is exiled.
Q: Can I choose not to exile it at end of turn?
A: The exile is mandatory at the end of your turn, as the ability states.
Q: Is this better in aggressive or control decks?
A: It leans toward aggro, offering a quick temp boost or surprise swing, but can also support midrange decks that need instant value trades.
War In Heaven
War In Heaven is a 2 Faith Event from the Wrath Age that introduces randomized damage with a potent upside: deal damage to target enemy equal to a die roll. This event thrives on unpredictability and high-reward risk, enabling both aggressive plays and removal options depending on the outcome of the roll.
Strategic Use In Gameplay
This Event is an essential tool for players who enjoy high-variance mechanics that can turn the tide of battle in a single play. At only 2 Faith, the potential to deal up to 6 damage makes it a cost-efficient option for dealing with enemies that are otherwise difficult to handle. War In Heaven also pairs well with aggro strategies, clearing blockers, or softening high-Hope targets for follow-up trades. While inconsistent, the card’s ceiling is incredibly high, making it a worthwhile inclusion in many Wrath Age decks.
Synergies And Plays
Threat Removal: Can eliminate midrange to large enemy Beings, especially when high rolls land.
Tempo Swing: Clears blockers for aggro decks trying to push damage through.
Event Combo: Pairs well with verse-drawing or event-synergy cards, increasing your hand value while disrupting your opponent.
Frequently Asked Questions
Q: Do I know how much I will deal before I choose my target?
A: No, you will choose your target, then you will roll to determine how much damage you will deal to it.
Q: Does this damage go to Beings only, or can it target players?
A: This card only targets enemies, therefore it's to enemy beings and opponents alike.
Q: Is this card better in certain decks?
A: It fits best in Wrath Age aggro or tempo decks looking to clear a lane or capitalize on fast board changes.
Brimstone Rider
Brimstone Rider is a 2 Faith Spirit from the Wrath Age with 4 Strength and 3 Hope, requiring you to Forsake a Verse from hand when played. While this cost may seem steep, the aggressive stats it brings to the table make it a standout early-game threat with clear synergy in Spirit-based aggro builds or any deck looking for tempo advantage.
Strategic Use In Gameplay
This card is all about pressure. Few Beings in the early game can match a 4/3 statline for 2 Faith, and Brimstone Rider uses this to dominate lanes and demand immediate answers. However, the Forsake cost introduces tension, it forces a choice between long-term resources (verses) and immediate board presence. Used correctly, this card can become a cornerstone of early-game control, softening up the board or pushing damage directly to clear a path for future Beings.
Synergies And Plays
Early Board Control: Drops with 4 Strength to trade up with nearly any early Being, potentially netting a clean lane.
Spirit Synergy: Functions well in decks that recur or benefit from exiled verses, minimizing the drawback.
Aggressive Tempo: Ideal for opening turns where trading a verse for early dominance is a worthy exchange.
Frequently Asked Questions
Q: What does “Forsake a verse” mean?
A: You must exile a verse from your hand when you play this Being. You can choose which verse to exile.
Q: What happens if I don't have a verse to exile?
A: Then you get to play him without having to exile a verse.
Q: Does this card fit into control decks?
A: It’s best used in aggro or spirit-themed decks that can mitigate or recover from the cost.
Blazing Mountain
Blazing Mountain is a 3 Faith Event from the Wrath Age that deals a heavy 5 damage to a single target Being. As a damaging event, it's a powerful control tool designed to neutralize threats and swing tempo in your favor.
Strategic Use In Gameplay
This card serves as a reliable answer to problematic Beings or to finish off a weakened enemy. At 3 Faith, it offers exceptional tempo efficiency, allowing you to respond effectively without sacrificing board presence. In a meta where mid-game Beings hold sway, Blazing Mountain ensures you’re never outclassed.
Synergies And Plays
Control Anchor: Keeps you in control by efficiently removing mid-strength threats with minimal resource cost.
Tempo Shift: By eliminating a key enemy Being, you open the board for your next play, often generating significant board advantage.
Flexibility: Works seamlessly in various deck archetypes, control, midrange, or even aggressive builds needing clean removal.
Frequently Asked Questions
Q: Can Blazing Mountain target friendly Beings?
A: Yes, it can deal damage to any Being.
Q: Is 3 Faith too steep for a single-target Event?
A: Unlike smaller effects, its ability to remove a 5 health or lower Being makes the phasing perfectly worth it in most decks.
Q: What deck archetypes benefit most from this card?
A: Control and midrange decks love it for its efficient removal, tempo gains, and synergy with verse-draw engines.
Eagle Throne Beast
Eagle Throne Beast is a 3 Faith Spirit Being from the Wrath Age, featuring 2 Strength, 2 Hope, and a particular Resurrect ability: when it's exiled, all players draw a verse. This mechanic not only disrupts your opponent’s plans but also opens opportunities for refilling your hand.
Strategic Use In Gameplay
This Being excels at mid-game disruption, using its Resurrect to force verse draws that can refresh your board or unlock combo turns. For aggressive decks, it provides a tempo boost by ensuring you always have resources. In longer games, repeated life-cycle value keeps you firmly in control.
Synergies And Plays
Shared Resource Swing: Triggering the Draw effect benefits you most when your deck is optimized for verse synergy, timing it can leave your opponent with less impactful options.
Aggro Acceleration: Each board return lets you maintain pressure. Playing it forces a draw, and ideally follow up with low-cost threats.
Spirit Synergies: Combines beautifully with other Spirits to gain an advantage on your storyline.
Frequently Asked Questions
Q: Does the verse draw benefit my opponent too?
A: Yes. All players draw a verse, but it’s most impactful for you if you build around frequent verse play and need more resources.
Q: Can I resurrect it multiple times in a turn?
A: It triggers each time it's exiled, though typical limits apply, most beings resurrect once.
Q: Which archetypes should include Eagle Throne Beast?
A: Aggro and midrange decks aiming for tempo, as well as verse-focused schemes that reward high hand sizes.
Lion Throne Beast
Lion Throne Beast costs 3 Faith and is an Uncommon Spirit from the Wrath Age, with 1 Strength, 4 Hope, and a consistent end-of-turn effect that deals 2 damage to a target enemy being. Its low Strength disguises its true power, its ability triggers passively every turn, slowly burning down your opponent’s board and disrupting their setup.
Strategic Use In Gameplay
This card excels as a long-term board control piece. It doesn't need to Challenge or even interact directly with enemy Beings to have an impact. Simply being on the Storyline creates a ticking time bomb for your opponent’s strategy, making it especially punishing for decks relying on fragile utility Beings. Its Spirit type also opens it up to tribal synergies or recursion support in Wrath-themed decks.
Synergies And Plays
Soft Removal Engine: Pick off smaller enemy Beings consistently without trading. Particularly useful against low Hope combo pieces or defensive blockers.
Board Pressure: Forces opponents to play around your passive damage, potentially baiting them into suboptimal decisions just to avoid chip losses each turn.
Spirit Synergy: Combine with other Spirits to protect this value-generating tool.
Frequently Asked Questions
Q: Does the damage trigger every turn?
A: Yes. As long as it's on the storyline, its end-of-turn trigger will continue dealing 2 damage to a target enemy Being.
Q: Can I choose the same target repeatedly?
A: Absolutely. If an enemy Being isn’t exiled, you can continuously assign damage to it across multiple turns.
Q: Is this card better in aggro or control?
A: While its low Strength may suggest aggro, it shines brightest in midrange decks that benefit from passive damage and gradual board dominance.
Opened Book Angel
Opened Book Angel costs 3 Faith and is a Rare Spirit from the Wrath Age, with 1 Strength, 1 Hope, and a standout Pray ability that increases Event damage by +3. While its stats are modest, its Pray +3 damage effect transforms it into a devastating combo piece for burn or control archetypes, enabling massive burst turns through Events or other Event sources of damage.
Strategic Use In Gameplay
This card serves as a damage amplifier rather than a frontline attacker. If you're playing a deck that uses Events to deal damage, this card dramatically boosts your lethality. It fits best into Pray-centric archetypes where its passive boost turns smaller utility effects into lethal threats, often forcing removal immediately or tipping the game in your favor in one powerful sequence.
Synergies And Plays
Pray Synergy Explosion: Pair with Events that deal Event damage to amplify their impact from midrange skirmishers into game-changing nukes.
Spirit Support: Use Spirit tribal effects to protect this fragile but dangerous support Being.
Combo Core: Enable explosive one-turn win combos when timed correctly, especially against opponents who take longer to win.
Frequently Asked Questions
Q: Does the Pray +3 damage stack if I have multiple Pray effects?
A: Yes. If you trigger multiple Pray sources, each stacks their damage additively, this allows for massive burst potential.
Q: What qualifies as Event damage?
A: Only damage from Events (not direct Challenges or Being abilities) is boosted by this effect.
Q: Is this card usable outside of Pray decks?
A: Technically you could, but its power ceiling is only reached when built around, making it best suited for decks that lean into burn or combo strategies.
Red Horse Rider
Red Horse Rider costs 4 Faith and is a Common Spirit from the Wrath Age, boasting 6 Strength and 6 Hope, incredible raw stats for its cost. However, it comes with a steep drawback: a Prophecy effect that gives your opponent 5 points upon being played. This makes it a high-risk, high-reward powerhouse that must be used with foresight and synergy to offset the cost.
Strategic Use In Gameplay
While few Beings can match the stat efficiency of Red Horse Rider at just 4 Faith, the immediate Hope gift to your opponent can be game-altering if used recklessly. The trick is to play it when the opponent cannot easily benefit from those points into meaningful advantage, or when the 6/6 stat line puts them on such a backfoot that the trade becomes favorable. In Spirit decks or aggressive Wrath builds, the Rider becomes a tempo crusher that pressures defenses while demanding an answer.
Synergies Aand Plays
Stat Powerhouse: A 6/6 for 4 Faith is unrivaled in terms of tempo. Dropping this on an open board forces trades or removal in most matchups.
Spirit Support: Use Spirit tribal effects to enhance, resurrect, or reposition this card. The stats makes it a potent combo target.
Offset the Drawback: Combine with buff effects, events, or time it late-game when the opponent has low draw potential. This neutralizes or even reverses the Prophecy downside.
Frequently Asked Questions
Q: Why would I ever want to give my opponent 5 points?
A: Because the raw stat value of 6/6 for 4 Faith can overwhelm your opponent faster than they can use those points, especially in aggro decks or when they are already behind on board.
Q: Can I prevent the Prophecy from triggering?
A: No. Prophecy triggers when the Being is created, and its effects are immediate.
Q: Is this card viable in slower control decks?
A: Rarely. Its risk-to-reward ratio suits aggressive or midrange strategies that can capitalize on early pressure. Control decks may find the opponent’s Hope gain too punishing.
Black Horse Rider
Black Horse Rider costs 4 Faith and is an Uncommon Spirit from the Wrath Age, with 3 Strength and 4 Hope. Its passive ability reads: “Whenever a verse is exiled, remove it instead.” This has huge implications for verse getting exiled, combo decks, and exile-focused strategies, acting as a disruption engine and control anchor in the right build.
Strategic Use In Gameplay
Black Horse Rider is a hard counter to many of the most powerful strategies in Bible TCG, particularly those that rely on exiling and replaying verses. Once on the board, it completely blocks verses from going to exile, transforming exile into full removal from the game. While not a stat monster, its 4 Hope gives it respectable durability, and its Spirit typing makes it synergize well in Wrath decks looking for disruption, recursion control, or passive advantage.
Synergies And Plays
Verse Lockdown: Prevents cards from retrieving or playing back verses, crippling certain combo and control decks.
Spirit Synergy: Easily fits into Wrath Spirit decks that want persistent value. Use alongside other Spirits for tribal bonuses or tempo plays.
Control Pivot: While its stats are modest, the continuous disruption makes this card feel more like a control piece than a combat unit.
Frequently Asked Questions
Q: What exactly does “remove” mean compared to “exile”?
A: Removing a card means it is completely out of the game, with no way to retrieve it. Exile still allows some cards to interact with it, but removal is final.
Q: Is Black Horse Rider effective in aggro decks?
A: It’s better suited for midrange or control lists that value disruption over tempo swings.
Q: Does this affect both players’ verses?
A: Yes. Any verse exiled by either player is removed instead, adding universal disruption to both sides, but if you're built around non-exile synergies, it’s an asymmetric advantage.
Scorching Heat
Scorching Heat is a 4 Faith Wrath Event that delivers 3 damage to all beings and players. This card acts as a powerful board reset or finish move, combining direct removal with tempo acceleration and burn potential. Its global reach gives it versatile utility in aggressive or control-centric lists.
Strategic Use In Gameplay
Scorching Heat thrives in decks that want to control the board aggressively, accelerate damage toward the opponent, or swing momentum with a single, decisive card. Since it affects both players and all beings, timing is critical: use it when your side is ahead, or when the board is even and you need to push for a quick win. In Wrath-themed aggressive builds, it's a perfect tempo finisher after establishing board presence.
Synergies And Plays
Board Clear Fuel: A great answer to over-extended enemy boards, especially those featuring multiple low-Hope threats, while also damaging the opponent.
Aggro Finish Tool: Synergies well with damage-over-time or burn-style decks; swinging for 3 to both sides often clinches the game if you lead.
Tempo Reset: In midrange matchups where your board is slightly ahead, it resets the board while dealing damage to the opponent, allowing your survivors to close the game.
Frequently Asked Questions
Q: Can this card damage my own beings and still be useful?
A: Yes. It’s best played when your side has fewer or more durable beings. In aggressive decks, the trade-off in player damage is often worth it.
Q: When is the optimal timing to play this?
A: Right after your opponent commits heavily to the board but before they get lethal. You want to catch them off-guard and swing the momentum.
Q: Does this work well in control decks?
A: Absolutely. In control lists, it offers both board reset and direct pressure, especially useful late game when both players are low.
Deceiver, False Prophet
Deceiver, False Prophet is a 4 Faith Man Being with 4 Strength and 4 Hope, designed to immediately turn the tables upon entry. Its Prophecy ability unleashes 1 damage to all other beings and both players as soon as it’s created, catching both sides in a sweeping, board-level riposte. Its self-contained area of effect makes it a strategic choice for decks built around wrathful, explosive plays.
Strategic Use In Gameplay
Deceiver, False Prophet excels in decks seeking to punish wide boards or orchestrate tempo resets through creature-centered burst effects. Whether you're running an aggressive, midrange, or synergy-based deck, this card enforces immediate board impact. Deploying him when your board is lean, but your opponent fields multiple low-hope beings, can massively tip the scales in your favor.
Synergies And Plays
Sweep the Board: Ideal for clearing out enemy 1-Hope creatures in a single stroke, while preserving yours if they're tucked behind higher Hope or protective buffs.
Tempo Flip: Dropping this at the opponent’s end step can wipe their board just before your turn, giving you space to rebuild without losing tempo.
Man Tribal Synergy: Leverages the tribal theme, great when paired with other Men Beings that benefit from or enhance Prophecy triggers.
Frequently Asked Questions
Q: Does Deceiver, False Prophet damage itself with the Prophecy effect?
A: No, his ability targets other beings and players only, so he remains safe from collateral damage.
Q: When is the best time to deploy him?
A: Play him when your opponent has smaller, wide threats and you’ve protected your board with higher-Hope or protected creatures.
Q: Can this card be used offensively and defensively?
A: Yes, offensively to clear enemy boards midgame, or defensively to reset when you're behind, often enabling a comeback.
Moses, Water To Blood
Moses, Water To Blood is a 5 Faith Prophet Being with 4 Strength and 5 Hope, featuring a Resurrect ability that triggers 1 damage to all enemy beings when exiled. This effect makes him a powerful tool for board control, especially in decks that exile their own creatures as part of synergy or tempo tactics.
Strategic Use In Gameplay
Harnessing Moses, Water To Blood requires thoughtful deck design and timing. His resilient stats and resurrect-triggered area-of-effect provide a dual-threat dynamic: he strengthens your board presence and punishes enemies when he resurrects. By integrating him into decks with exile synergies, board sweep setups, or prophet tribal support, you amplify both his value and impact.
Synergies And Plays
Board-Wide Impact: Damaging all enemy beings upon resurrect gives a second wave of board control, great for clearing out low-Hope threats.
Exile Combos: Pair him with cards that exile friendly Beings intentionally to trigger his Resurrect Ability
Prophet Support: Thrives in decks with multiple Prophet Beings or those that boost prophecy and resurrect effects.
Frequently Asked Questions
Q: When does the Resurrect damage trigger occur?
A: The 1 damage to all enemy beings triggers at the moment he is exiled.
Q: Can I exile him deliberately for effect?
A: Yes, challenging and cards that exile your own Beings will trigger the Resurrect ability.
Q: How many times can he trigger the damage?
A: Whenever he’s exiled, even via your own effects, which is typically once.
Elias, Severe Drought
Elias, Severe Drought is a 5 Faith Prophet Being from the Wrath Age, with 5 Strength and 4 Hope, and a powerful Resurrect ability: when exiled, he deals 2 damage to all beings. This global effect makes Elias a prime tool for disrupting wide boards, setting up mass removal, and turning the tide against aggressive or midrange strategies.
Strategic Use In Gameplay
Elias, Severe Drought thrives in decks that can manipulate exile mechanics or prepare for synchronized board clearing. His Resurrect ability punishes both players equally, so the key is to control the board state so the damage benefits you more than your opponent. When timed right, Elias can reset the field or finish off wounded threats across the board.
Synergies And Plays
Sweeping Punishment: His 2 damage to all beings clears small units and weakens larger threats for easy follow-up removal or trades.
Exile Optimization: Works perfectly with self-exile enablers, letting you trigger his effect on demand for maximized value.
Prophet Decks: As a Prophet, Elias benefits from tribal synergies, making him an excellent addition to any deck focused on prophecy chains or recurring effects.
Frequently Asked Questions
Q: Can I exile Elias myself to trigger the Resurrect damage?
A: Yes. Any method of exiling Elias, whether from your own cards or challenging him where his hope would go below 1.
Q: Does Elias damage friendly beings too?
A: Yes. His damage applies to all beings, including your own, so timing and board presence are critical.
Q: Can Elias trigger multiple times?
A: Yes. Every time he is exiled, his Resurrect ability will deal 2 damage. This typically happens once because he goes into exile afterwards.
Babylon, Mystery Harlot
Babylon, Mystery Harlot costs 5 Faith and is a Woman Being from the Wrath Age with an overwhelming 7 Strength and 2 Hope, bolstered by Zeal and the hefty cost of Forsake two verses, meaning you must discard two verses from your hand to play her. This creates a dramatic tempo spike, at the cost of valuable resources, putting her squarely in the domain of aggressive and all-in strategies.
Strategic Use In Gameplay
Babylon, Mystery Harlot is an explosive, high-risk, high-reward card that thrives in aggressive builds. With Zeal, she can Challenge immediately, often eliminating an opposing Being the moment she arrives. Her cost, discarding two verses, demands that you’re ahead or ready to press a game-ending advantage when you play her.
Synergies And Plays
Immediate Threat: Her Zeal lets her impact the board the same turn, potentially removing a threat or forcing pressure on your opponent’s Hope pool.
Resource Sacrifice: Forsaking two verses is a steep cost, so include cards that generate verses or can be discarded with minimal consequence.
Overwhelming Strength: 7 Strength allows her to challenge and remove nearly anything in her path, making her ideal for trading up or swinging directly for heavy damage.
Frequently Asked Questions
Q: How quickly can she attack?
A: Instantly, her Zeal allows her to challenge on the turn she's created, creating surprise offense.
Q: Does forsaking verses cost Faith or other resources?
A: No additional resource cost, just exile two in-hand verses to trigger the ability.
Q: What If I don't have 2 verses to forsake
A: Then you get to play her and discard all verses in your hand hand, weather you have 0, 1 or 2 cards in hand after playing her.
Antichrist, Wicked One
Antichrist, Wicked One is a 6 Faith cost Man Being from the Wrath Age, with 6 Strength and 6 Hope. His powerful ability reads: “Whenever a being is exiled, deal 1 damage to all players.” This means any exile effect, yours or theirs, inflicts wrath on everything. Play him during board-heavy scenarios or combo turns for devastating global impact.
Strategic Use In Gameplay
Antichrist is a high-impact value card that punishes both sides whenever exile effects occur. He thrives in exile‑synergy decks that exile aggressively, while opponents must think twice before cleansing your board. With solid stats and built‑in pressure, he turns exile into a strategic weapon rather than a mere removal tool.
Synergies And Plays
Mass Exile Punisher: Your exile‑based removals now act as board-wide chip damage.
Board Filler Control: Great to deploy just before mass‑exile turns or wrath clears, amplifies the value of your removals.
Resilience Threat: With 6/6 stats, he survives many exchanges. His steady damage output forces opponents to adjust their resource plans carefully.
Frequently Asked Questions
Q: Does his ability trigger when my being is exiled too?
A: Yes. Whether you exile your own or your opponent’s, he deals 1 damage to all players, including you, so timing is crucial.
Q: Can this hurt me if I exile one of my own beings?
A: Absolutely. It's ideal to exile weaker Beings on-purpose to maximize his ability, but be aware you're also taking the hit.
Q: When is the best time to play him?
A: Deploy him on a full board, especially ahead of mass-exile plays. That way, every removal triggers additional pressure on your opponent and can influence their actions.
Refusing Worship
Refusing Worship is a 6 Faith Event that offers a powerful removal tool, you may Exile any target Being, and your opponent loses 4 points. This card shines in tempo control decks, giving you hard removal while punishing your opponent’s dip in resources simultaneously.
Strategic Use In Gameplay
With its high cost and potent effect, Refusing Worship is ideal for mid-to-late game control strategies. It disrupts key threats, stalls opponent momentum, and provides a significant tempo swing reminiscent of a board clear that still saves your side from heavy losses.
Synergies And Plays
Removal and Tempo: Exiling a problematic enemy Being while simultaneously inflicting -4 hope on your opponent can disrupt their plans and swing the game balance.
Control Combo: Pairs well with decks that exile rapidly, triggering exile-focused synergies while punishing your opponent’s resources.
Wrath Advantage: Fits perfectly in Wrath themed strategies that gain value through exile effects and pressure-based tempo plays.
Frequently Asked Questions
Q: Can I target my own Beings with Refusing Worship?
A: Yes, you may exile any Being, but it's typically best used on enemy threats to maximize tempo gain.
Q: Does the opponent lose 4 hope even if the Being exiled is mine?
A: Yes, the opponent takes the 4 point loss regardless of which Being is targeted.
Q: When is the optimal time to play this card?
A: Use it when facing a major threat on the board or when you're positioned to capitalize on a 4 point swing to close the game or prevent a comeback.
Euphrates Angel
Euphrates Angel is a 6 Faith Spirit Being with 4 Strength and 5 Hope. Featuring Darkness, it can’t be targeted before it interacts, making it a reliable and resilient force on the board. With its high Hope, it’s built to survive the enemy's removal and present a significant threat on your turn.
Strategic Use In Gameplay
As a durable late-game piece, Euphrates Angel shines in Wrath-themed decks, leveraging its Darkness ability to ensure it can attack or challenge without being prematurely removed. It’s a powerful tool in midrange and control strategies, offering both board pressure and synergy with decks that maximize Darkness interactions.
Synergies And Plays
Darkness Lockdown: With Darkness, your opponent can’t target it pre-interaction, securing its ability to perform a challenge or effect before removal.
Spirit Tribal Synergy: Pairs well with Spirit-support cards that buff or benefit from Hope-heavy creatures.
Board Presence Control: High stats and target immunity until interaction make it a strong blocker and offensive threat next turn.
Frequently Asked Questions
Q: What does Darkness prevent exactly?
A: Darkness stops enemy Events or Beings from targeting with this Spirit before it has initiated a challenge or moved.
Q: When is the best time to play Euphrates Angel?
A: Play it when you have board control or plan to capitalize on its Darkness next turn.
Q: Is Euphrates Angel good in non-Wrath decks?
A: Absolutely. Its resilience and raw stats make it useful anywhere you need a reliable, hard-to-remove threat.
Sea Of Blood
Sea Of Blood is a 7 Faith Wrath Age Event that delivers one of the most powerful board wipes in the game. It exiles all beings, clearing the entire storyline and simultaneously lets you draw three verses, instantly refueling your hand. This card is the definition of a late-game reset tool, designed for control decks that aim to outlast and out-resource their opponent.
Strategic Use In Gameplay
When the board state has become overwhelming or when both sides are heavily invested, Sea Of Blood offers a complete exile of the board, meaning nothing gets left behind for follow-up interactions. Unlike simple hope-loss effects, exile removes beings from play. On top of that, drawing three verses sets you up for your next plays, shifting the tempo dramatically in your favor.
Synergies And Plays
Mass Removal: This is a sweeping board clear with exile.
Card Advantage Engine: Drawing three verses immediately after wiping the board lets you refill your hand, a rare and game-changing combo.
Control Deck Finisher: Ideal in decks looking to stall until turn 7, then reset and rebuild stronger while the opponent is resource-starved.
Frequently Asked Questions
Q: Does Sea Of Blood exile my own beings too?
A: Yes. It exiles all beings, regardless of alignment. Be sure you're prepared to lose your own board when casting it.
Q: How is this different from just dealing damage to all beings?
A: Exiling makes sure they all go to exile instead of all being damaged.
Q: What decks benefit most from Sea Of Blood?
A: Wrath control decks or any strategy that relies on late-game verse synergy and hand refill after resetting the board.
Great Red Dragon
Great Red Dragon is a 7 Faith Wrath Age Dragon with 6 Strength and 8 Hope. Its ability triggers at the start and end of your turns, dealing 2 damage to all other beings and players, a true board-clearing, life-draining force. This card stands as one of the most devastating finishers in the game, combining relentless area-of-effect pressure with direct player damage, demanding attention from your opponent or delivering defeat.
Strategic Use In Gameplay
In any late-game scenario where board control has been establishing your dominance, Great Red Dragon drastically shifts the battlefield. Its dual-phase area-of-effect ability ensures opponents either eliminate it quickly, risking their own board, or suffer irreversible damage drift. Beyond clearing enemy beings, it chips away at the opponents directly, synergizing beautifully with decks that aim to grind through the game and exhaust their adversary’s resources. This makes it a linchpin in Wrath control lists and tempo-oriented builds seeking a powerful endgame presence.
Synergies And Plays
Board Sweep Threat: With 2 area-of-effect hits per full turn, the Dragon systematically dismantles enemy boards and weakens remaining creatures, ensuring dominance.
Win Condition Pressure: The 8 Hope allows it to survive multiple turns, while its area-of-effect ability chips away at opponents for a 7–10-point swing each round.
Wrath Control Anchor: Fits seamlessly into decks that leverage exile, board clears, and control tools, acting as the heavy-hitter that forces decisive removal or collapse.
Frequently Asked Questions
Q: Will the Dragon damage itself with its AOE effect?
A: No. The effect targets all other beings and players, meaning it does not harm itself, only opponents and their creatures.
Q: Can effects like Protect or Abundance stop the AOE damage?
A: Protect won’t apply because AOE damage bypasses being-targeted effects; however, Anointing can soak the first hit, giving the Dragon one free turn before damage applies normally.
Q: What's the best time to play Great Red Dragon?
A: Ideally on turn 7 or 8, when your opponent's board is developed but unable to eliminate it immediately.
Heaven And Earth
Heaven And Earth is a 0 Faith Power Event that humbles a single enemy Being, cancelling its abilities, resetting their stats, and simultaneously grants it Protect, meaning it must be challenged first on the opponent’s next turn. This unique combination of mechanical control and cost-free flexibility turns the card into a powerful tempo tool, offering both disruption and board influence at no Faith investment.
Strategic Use In Gameplay
This card is a clever tempo swing disguised as a control play. By humbling a high-impact enemy Being, you nullify its upside, while Protect forces your opponent to waste valuable actions to remove it. At zero cost, Heaven And Earth fits seamlessly into virtually any build, whether you're playing aggressive, midrange, or control, offering a free answer to problematic creatures and shaping the board to your advantage.
Synergies And Plays
Tempo Reset: Humble a powerful enemy Being and force your opponent to spend interaction on removing the very threat they just invested in.
Free Disruption: At no cost, this event can warp combo-oriented plays or disrupt prophecy chains, allowing you to maintain board parity without slowing your own development.
Board Control Tool: Great in control decks that care about denying opponent synergies and maintaining advantage with minimal resource expenditure.
Frequently Asked Questions
Q: Can “Heaven And Earth” be used on my own Being?
A: No. It can target only enemy Beings, ensuring it remains a purely disruptive tool.
Q: How does Protect interact with upcoming turns?
A: Protected Beings must be challenged first on their next turn. This forces your opponent to spend their turn dealing with it, allowing you to dictate board flow.
Q: What does Humble do?
A: It cancels the Being’s abilities, and resets it's stats back to normal, minus damage dealt.
Unified Humanity
Unified Humanity is a 0 Faith Power Event that grants +2 Hope to a target Being, immediately strengthening its survivability and long-term presence on the board. For zero Faith, this effect provides excellent value and synergy across multiple strategies, especially in decks that care about Hope increase, Patience triggers, or event-based effects.
Strategic Use In Gameplay
While modest on the surface, Unified Humanity shines in decks that demand efficiency, value generation, or early defensive plays. Since it costs nothing to cast, it slides easily into turns where every Faith point is crucial. You can bolster a vital Being, preserve a key threat, or trigger synergy effects without disrupting your game plan. In a meta that often trades early damage for tempo, this can buy time and position for longer game plays.
Synergies And Plays
Free Hope Buff: Adds +2 Hope to any Being without spending Faith, effectively healing or extending lifespan.
Synergy Enabler: Combines beautifully with event synergy cards, restore mechanics, or Patience triggers that require a certain Hope threshold.
Early Game Protection: Turn 1 and 2 plays often depend on survival. Use this event to turn 1/1 Beings into more persistent threats or shields.
Frequently Asked Questions
Q: Can I use “Unified Humanity” multiple times in one turn?
A: Yes. There’s no restriction beyond the card count. If you have multiple in hand, you may cast them all.
Q: Does it remove any status effects or damage from the Being?
A: No. It simply adds +2 Hope to the total. If the Being had taken damage, the new maximum Hope increases accordingly.
Q: Is this better used offensively or defensively?
A: It’s flexible. While primarily defensive, giving a Being more Hope allows it to survive longer and pressure more effectively, great for midrange decks.
King Of Kings
King Of Kings is a 1 Faith Power Event that Humbles a target enemy Being, instantly canceling its abilities and resetting it's stats. This deceptively simple tool can dismantle highly synergistic or powerful threats, neutralizing key abilities for the remainder of the game.
Strategic Use In Gameplay
In Bible TCG, many of the strongest Beings revolve around impactful abilities, whether it’s Resurrect, Patience, or other unique abilities. King Of Kings effectively shuts those engines down by stripping a Being of all active traits and passives. It’s a prime inclusion in control decks, tempo disruption builds, and even aggro strategies that need to punch through layered defenses. This card’s low cost makes it easy to slot into any curve, and the Event tag opens it to combo synergies that capitalize on frequent event plays.
Synergies And Plays
Disables Powerful Abilities: Removes abilities such as Resurrect, Protect, Patience, or Anointing, rendering threats far less dangerous.
Efficient Faith Cost: For just 1 Faith, you can undercut an enemy strategy with precision and flexibility.
Combo Synergy: Triggers event-based synergies in decks that leverage repeated or chained plays, especially with draw effects or event recursion.
Frequently Asked Questions
Q: Does Humble remove keywords like Zeal or Darkness?
A: No. Darkness makes it untargettable, therefore you won't be able to target the being. You'd be able to Humble Zeal, they'll most likely use it by the time to play it.
Q: Can I Humble a Being that has no visible ability?
A: Yes, but it will have little to no impact. Best used on targets with active abilities or buffs.
Q: Does this work against Holy Beings or Lords?
A: Absolutely. King Of Kings ignores rarity or type, it can target any enemy Being.
Buzzing Bee
Buzzing Bee is a 1 Faith Creep Being from the Power Age, carrying 1 Strength, 1 Hope, and the key ability Abundance, which allows it to Challenge twice per turn. While its stats may appear minimal, its utility and pressure potential in the early game make it a fantastic tempo play in aggressive or ability-centric builds.
Strategic Use In Gameplay
This card thrives when played on the first turn or early rounds, taking full advantage of low-cost openings, Creep synergy, and dual Challenge interactions. Even with just 1 Strength, the option to attack twice offers value trades, pressure, and synergy triggers. Its synergy with Creep tribal decks, and the fact that Abundance remains relevant throughout the game, is perfect for Strength buffs, and makes it a surprisingly impactful 1-cost card.
Synergies And Plays
Abundance Pressure: Challenge twice per turn, enabling quick damage output or efficient trade setups, especially against the opponent.
Tribal Creep Support: Works well with Creep support cards and combo enablers that reward frequent Challenges or buff Creep types.
Early Game Aggro: Establishes board control and forces responses early on, which can snowball into significant momentum in the first few turns.
Frequently Asked Questions
Q: What does Abundance allow Buzzing Bee to do?
A: Abundance allows it to Challenge twice per turn, either on two different targets or the same target twice.
Q: Can this challenge an enemy being twice?
A: At 1 Hope, this would get exiled before it's second turn. It would be better to challenge the opponent first, then an enemy being.
Q: Is Buzzing Bee still good in late game?
A: While its stats are low, Abundance can still be used with strength buffs, essentially doubling it's Strength to the opponent or enemy beings.
Royal Sovereignty
Royal Sovereignty is a 1 Faith Event from the Power Age, packing a strategic punch through its dual-effect: it deals 1 damage to a target enemy being and Fears it, preventing it from interacting for two turns, the turn you play it, and the following. As a low-cost utility tool, this card provides both immediate removal potential and long-term control pressure against stronger enemies.
Strategic Use In Gameplay
Its utility scales in all phases of play, making it relevant early for aggro and devastating late for control. In aggressive decks, Royal Sovereignty can remove a 1 Hope enemy outright while setting up safe Challenges by neutralizing a larger threat with Fear. In control or combo decks, it’s a tempo weapon, stalling a critical enemy Being while giving you room to execute your game plan.
Synergies And Plays
Fear As Disable: The Fear effect stops a target enemy from acting for two turns, perfect for freezing high-strength Beings without having to remove them.
Efficient Removal: The 1 damage pings down any 1 Hope Being, often trading up against low-cost aggro threats or protecting key board elements.
Event Synergy: Works well with decks that recur or benefit from Events, especially those that trigger abilities on Event play.
Frequently Asked Questions
Q: What happens if the damaged target survives but has Fear?
A: It cannot Challenge or move for two turns, effectively freezing it out of interaction.
Q: Can I target a Being with Fear already?
A: Yes. The Fear effect will overwrite and reset the duration to another two turns.
Q: Does this work well in non-damage decks?
A: Absolutely. Even if you don’t care about the 1 damage, the Fear effect alone makes this card worth including for control or midrange strategies.
Glorious Light
Glorious Light is a 1 Faith Event from the Power Age that brings both resource recovery and board clearing potential. It lets you redeem a verse (return a used faith verse back to your hand), then deal 2 damage to target two lowest-strength enemy beings, and returns its own Faith cost, providing an efficient tempo swing at minimal net cost.
Strategic Use In Gameplay
Glorious Light shines in midrange and control decks that value sustained board presence and resource engine loops. Its redeem mechanic not only recycles a verse for later use, but the extra Faith verse in your hand means you're getting back a card that turn, ideal for combo builds or tempo swings. Early game, it can neutralize two small threats in one go. Later on, it becomes a strong tool for maintaining board control or fueling your hand through verse recursion.
Synergies And Plays
Redeem Engine: Return a spent verse to your hand to reload your options, perfect for decks that rely on managing resources.
Efficient Board Control: Up to 4 total damage spread across two targets lets you handle multiple small Beings or weaken larger threats.
Faith-Free Value: Getting back your Faith verse means you're losing a faith counter, but you get a verse in exchange.
Frequently Asked Questions
Q: How are the “two lowest-strength” beings defined?
A: You select the two Beings with the lowest current Strength on the opponent's side. If there's a tie, you choose the targets.
Q: What happens if fewer than two enemy Beings exist?
A: The damage distributes to available targets, 2 damage to one Being, or none if no enemy beings are present.
Q: How does Redeem work?
A: First you use faith to play the verse. Then you choose a faith verse to bring back to your hand. The verse you choose can be used to pay the cost of the verse.
Living Waters
Living Waters is a 1 Faith Event from the Power Age, designed to provide a temporary strength boost that can enable pivotal trades and board swings. It gives +3 Strength to a target friendly being, but only for this turn, making it a tool for either aggressive pushes or trading up to remove high-priority threats.
Strategic Use In Gameplay
Living Waters is a low-cost buff that fits perfectly into aggressive, tempo, or midrange strategies. It excels in decks that want to control the board through trades, enabling your Beings to challenge and remove threats they otherwise couldn’t handle. Because the strength boost is temporary, its primary use lies in one-turn trades, especially when used on Beings with Zeal or ones already in position to Challenge. It also supports decks that rely on Event synergies, triggering various effects simply by being played.
Synergies And Plays
Challenge Power Boost: Use this to turn smaller Beings into major threats, allowing them to trade up and remove higher-cost enemies.
Event Synergy Trigger: As a cheap Event, it easily activates cards or other event-reactive mechanics, without requiring significant investment.
Turn-Based Burst: Perfect in aggro decks that push for lethal or seek to remove mid-sized threats without losing board presence.
Frequently Asked Questions
Q: Can I play this on a Being that already attacked this turn?
A: Yes, but it won't benefit anything as it already challenged that turn.
Q: Does the strength bonus last into my opponent's turn?
A: No. The +3 Strength is temporary and expires at the end of your turn.
Q: What happens if the target Being is removed before the buff resolves?
A: The buff is applied but leaves because the being is exiled.
Tread The Winepress
Tread The Winepress is a 1 Faith Event from the Power Age, offering one of the most efficient targeted damage tools in the game. With its Redeem mechanic, this Event allows you to return a faith Verse to your hand after paying its cost. It deals 4 damage to a target enemy, enough to eliminate nearly any Being in the early or midgame, and even many high-cost threats later.
Strategic Use In Gameplay
Tread The Winepress is an exceptionally powerful removal card, offering not only high-impact damage but also Faith recovery via Redeem. Its low cost, combined with the ability to Redeem a Verse from the Faith cost itself, means it can be played with little to no long-term resource drain, especially in well-constructed decks that manage verses smartly. Because Redeem returns a used Verse to hand, you can immediately repurpose a card for future turns, or replay as Faith.
Synergies And Plays
Efficient Removal: The 4 damage is powerful enough to remove nearly any early or midgame threat, and even some larger Beings.
Resource Recovery: Redeem lets you return a Faith Verse, even one used to pay for this card’s cost, ensuring you don’t fall behind on resources.
Combo-Friendly: Because it only costs 1 Faith and returns a card to hand, it slots into control and combo decks that need to manage tempo and resources simultaneously.
Frequently Asked Questions
Q: Can I choose a used Verse used to pay the Faith cost as the Redeem target?
A: Yes. The Redeem mechanic allows you to choose any Verse used in the cost, even if it's used, to return to your hand.
Q: What happens if I have no Faith Verses to Redeem?
A: If you have no faith, you won't be able to play this verse. You need 1 faith to play it, and would retrieve that verse because of the Redeem ability.
Q: Does this combo well with other redeem or discard mechanics?
A: Absolutely. There's a way to play all of your Faith verses, as long as they have the Redeem ability, allowing you to deal absurd amounts of damage combined with Pray abilities all in 1 turn.
Truth Uncovered
Truth Uncovered is a 2 Faith Event from the Power Age that removes Darkness from all Beings on the board and lets you Draw a Verse. As a low-cost and wide-reaching control tool, it offers board clarity and resource gain in one clean package.
Strategic Use In Gameplay
Truth Uncovered provides a strong tempo advantage by giving your board full interaction capability, whether repositioning, challenging, or playing abilities, while also slipping a fresh verse into your hand to maintain momentum. This dual impact helps you regain control and sustain your game plan without sacrificing tempo.
Synergies And Plays
Cleanse Control: Removes Darkness from all Beings, enabling your army to act for you the same turn and preventing enemy stalling strategies.
Card Advantage: Drawing a Verse at no additional cost helps you refill your resources and keep threats or answers flowing.
Deck Efficiency: Enables deeper access to critical cards in power or event-driven decks, fueling your strategy with speed and consistency.
Frequently Asked Questions
Q: Can Truth Uncovered be played if no Beings have Darkness?
A: Yes. You’ll still draw a Verse, making it a valuable resource play.
Q: Does it clear Darkness from newly created Beings that turn?
A: Yes, it clears darkness for all beings.
Q: Is Truth Uncovered good for mid and late games?
A: Absolutely. It disrupts Darkness strategies, refills your hand, and goes through your deck to find the verses you need for combo strategies.
Bright Angel
Bright Angel is a 2 Faith Spirit Being from the Power Age, boasting 3 Strength and 4 Hope, along with a powerful Redeem mechanic: when played, you return a Faith verse to your hand. This feature allows you to replenish your hand while deploying a robust presence on the board, perfect for aggressive and defensive strategies alike.
Strategic Use In Gameplay
Bright Angel offers a solid early-game tempo play by providing a sturdy 3/4 body that can challenge or defend immediately, and its Redeem ability ensures you don’t lose the Faith investment, fueling future plays while establishing board presence.
Synergies And Plays
Aggressive Launchpad: With its respectable size and immediate board impact, Bright Angel sets pressure early and helps maintain momentum.
Faith Refill: The Redeem mechanic lets you play a verse back into your hand, recovering spent resources and enabling additional plays.
Spirit Synergy: As a Spirit Being, it benefits from tribal support cards, boosting resilience and enhancing synergy with buff or resurrection decks.
Frequently Asked Questions
Q: How does Redeem work with Bright Angel?
A: When you play Bright Angel, you return a Faith verse to your hand (which could have been used to pay its cost).
Q: Can you Redeem a used Faith verse?
A: Yes. You may choose a used Faith verse, returning it to your hand and refreshing it for later use.
Q: What makes Bright Angel defensively valuable?
A: Its 4 Hope makes it difficult to remove via damage, and its mid-sized stats allow it to contest early threats or disrupt enemy tempo.
Healing Leaves
Healing Leaves is a 2 Faith Event from the Power Age that provides a powerful board-wide recovery effect by restoring +2 Hope to all friendly Beings. As a midrange staple, it enhances your board resilience, synergizes with Hope-focused decks, and supports sustained value through key turns.
Strategic Use In Gameplay
Healing Leaves shines by strengthening all friendly Beings in one play, letting you recover multiple units at once, turning survival into opportunity. Its midrange positioning ensures you outlast early aggression and maintain pressure through the late game.
Synergies And Plays
Board Resilience: Instantly boosts weakened Beings, reducing opponent threats and prolonging board presence.
Midrange Staple: Ideal for decks that flooded the board earlier and now need to cement control while regrouping.
Event Combo Potential: Pairs well with decks that gain bonuses from Event plays, unlocking incremental synergies.
Frequently Asked Questions
Q: Can Healing Leaves target specific Beings?
A: No. It restores +2 Hope to all friendly Beings, making it ideal for broad recovery or saving multiple units simultaneously.
Q: Does this work with Beings at full Hope?
A: Yes, Beings near total Hope will still benefit, often reaching full health, but it won't raise their total hope.
Q: Is it worth including alongside single-target restore cards?
A: Yes. While single-target heals are strong for precision, Healing Leaves offers unparalleled value when multiple units need recovery, ideal for mid to late-game stability.
Guarding Jerusalem
Guarding Jerusalem is a 2 Faith Event from the Power Age that blends redeem and board defense into one potent package. When played, you redeem a verse (returning Faith verse to your hand) and create three 1/1 Men with Protect, creating an immediate defensive wall that must be challenged first, ideal for stalling aggression or setting up follow-up turns.
Strategic Use In Gameplay
Guarding Jerusalem excels in midrange and control decks that want both resource efficiency and board presence. Its redeem mechanic not only returns a Faith verse to your hand but also fuels more plays while the Protect tokens buy time, shore up defenses, or enable combo setups with your key units.
Synergies And Plays
Defensive Barrier: The three Protect-bearing Men act as sacrificial defenders, guarding valuable units and disrupting opponent attacks.
Redeem Engine: Refunds Faith to fuel further powerful plays and offers resource flexibility in tight turns.
Combo Setup: Creates board tokens that can be triggers for tribal buffs, synergy with token-based strategies, or bait for removal.
Frequently Asked Questions
Q: How does Redeem work with Protect?
A: You play Guarding Jerusalem, choose a verse to return to your hand (which can be a part of the faith you used to play the card), then create three 1/1 Men all with Protect, these tokens must be challenged before any other Beings.
Q: Can the Protect Men defend my other beings and myself?
A: Yes. Because they have Protect, they must be challenged first before other friendly being and yourself.
Q: Why would I play this?
A: It can protect you from enemy challenges, set you up to buff next turn, or stall to go off on your combo.
Abundant Multitude
Abundant Multitude is a 2 Faith Fish Being from the Power Age, featuring 0 Strength and 4 Hope. Its ability grants Adjacent Beings +1 Strength, making it a powerful positional tool that buffs your board simply by being placed strategically.
Strategic Use In Gameplay
Abundant Multitude excels in decks that value positioning and tribal synergy. Its ongoing adjacency buff rewards careful placement, turning nearby Beings into stronger threats. With 4 Hope, it also absorbs pressure, helping bait attacks and preserve your key minions.
Synergies And Plays
Fish Tribal Support: Works beautifully in Fish decks that care about companions or have abilities trigger from adjacency or board presence.
Positional Buffing: Placing it between or next to core units increases their power, preserving tempo and enabling stronger trades.
Defense and Resilience: With 4 Hope and 0 Strength, it serves as a durable blocker to keep the board stable.
Frequently Asked Questions
Q: Does the +1 Strength buff apply to enemies?
A: No. It only buffs your own friendly adjacent Beings.
Q: If an adjacent Being leaves or dies, does the buff disappear?
A: Yes. The buff is dynamic so any other being that's adjacent will have the buff.
Q: Is this more useful early or late game?
A: Early to Midgame because it helps you trade well with the enemy beings.
Unmerited Rest
Unmerited Rest is a 3 Faith Event from the Power Age that grants Abundance, allowing the target friendly Being to Challenge twice this turn. It’s a high-impact tool for enabling sudden burst damage or securing key trades with powerful units.
Strategic Use In Gameplay
Unmerited Rest offers versatile flexibility, empowering your biggest Beings to pressure enemy boards or catch opponents off guard. It fits well in midrange decks that rely on tempo and surprise plays, converting strong creatures into game-winning threats in a single turn.
Synergies And Plays
Surprise Burst: Use on a high-strength Being, bypass blockers and deal unexpected face damage or eliminate a key enemy unit.
Double Trades: Push two valuable exchanges in one turn, useful both offensively and defensively.
Midrange Power: Fits seamlessly in midrange decks, turning solid board position into lethal potential at critical moments.
Frequently Asked Questions
Q: Can I use Abundance on a Being with zero Strength?
A: Yes. But low-Strength Beings are unlikely to benefit significantly.
Q: Does Abundance last beyond this turn?
A: Yes. Abundance allows that being to challenges twice from now on.
Q: Is this card good in aggressive decks?
A: It’s primarily for midrange decks. In aggro decks, spending 3 Faith can slow down the deck’s curve.
Lake Of Fire
Lake Of Fire is a 3 Faith Event from the Power Age that combines redeem and high-impact removal: redeem two verses and deal 7 damage to target enemy. It’s a potent tool capable of clearing major threats or pressure the opponent, all while cycling your resources effectively.
Strategic Use In Gameplay
Lake Of Fire excels as a game‑turning response to large enemy Beings, funneling damage precisely where needed. The dual redeem ensures Faith economy, allowing you to recycle spent Faith verses while delivering lethal removal. It's a powerful inclusion in control and combo decks seeking efficient board answers alongside resource sustainability.
Synergies And Plays
Major Removal: Use it to eliminate high-Strength or high-Hope enemy Beings that threaten board control.
Resource Recirculation: Redeeming two verses replenishes your hand, enabling follow-up plays or maintaining tempo.
Combo Enablement: Pair with cards that benefit from Redeem triggers or deck cycling to maximize value.
Frequently Asked Questions
Q: Can I redeem the same verse I used to pay Faith for this card?
A: Yes. You may choose a used Faith verse used to pay the cost, returning it to your hand.
Q: What if I only have one verse to redeem?
A: If you only have 1 Faith verse, then you wouldn't be able to pay the cost of this verse, which is 3 Faith.
Q: Is Lake Of Fire effective in aggressive decks?
A: It could! Its cost and nature make it more suited to combo strategies, but can easily work for late game pure aggro.
Kingdom Come
Kingdom Come is a 3 Faith Event from the Power Age that offers a powerful upgrade mechanic by exchanging a friendly Being into a 4/4 Bride with Protect. This exchange makes the Bride a Challenging target, ensuring other beings a protected. The being that gets exchanged is removed from the game, where any resurrect ability would not trigger because it's not exiled.
Strategic Use In Gameplay
Kingdom Come creates strategic tempo swings by turning weaker or expiring Beings into strong, protected threats. It gives +Strength, +Hope, and Protect, allowing the new 4/4 Bride to absorb pressure or threaten enemy Beings. This is especially effective in midrange or board-centric strategies that value unit upgrades and timing-based resource trades. It also plays into Bride synergy, opening opportunities for tribal effects.
Synergies And Plays
Efficient Upgrade: Use it to upgrade a 1 cost or weakened Being into a 4/4 powerhouse, bypassing normal stat curves.
Protected Presence: The Protect keyword forces enemies to target it first, making it a shield for other important Beings.
Tribal Setup: Returning Bride can synergize with Bride-specific buffs or effects.
Frequently Asked Questions
Q: What happens with the being that gets exchanged.
A: They go where the thing replacing them was. Because it's a token in this case, the being is removed from the game.
Q: Can I target a damaged friendly Being?
A: Yes. Even a weakened or damaged Being is a valid target. It will be replaced with a 4/4 Bride with Protect.
Q: Does the resurrect ability of the target friendly being get trigged when being exchanged?
A: No, because that being isn't exiled, it's removed. When a being is exchanged, it's sent where the other being is located, and tokens exist outside of the game.
Heavenly Protection
Heavenly Protection is a 3 Faith Power Event that lets you Redeem a verse to deal 3 damage to all enemy Beings, potentially clearing the board in one blow, then returns a Faith verse to your hand. As a mid‑range to late‑game swing tool, it offers a powerful board reset while preserving resources.
Strategic Use In Gameplay
Heavenly Protection is a devastating answer to wide enemy boards and a key setup for your own follow‑on plays, as it simultaneously punishes enemy beings and retrieves a verse so you’re not left empty-handed.
Synergies And Plays
Board Reset: 3 damage to all Beings gives a strong full-clear effect, ideal for surviving aggro or resetting control states.
Resource Preservation: Redeeming a verse returns Faith to your hand, enabling follow-up plays without tempo loss.
Combo Preparation: Clean boards allow more effective follow-through plays like large Beings or multi‑verse combos.
Frequently Asked Questions
Q: When does the Redeem effect resolve?
A: First, you return a verse to your hand. Then, Heavenly Protection deals 3 damage to all enemy Beings. The order preserves resource flow before board impact.
Q: Can it clear enemy Protect or high-Hope Beings?
A: Yes, 3 damage hits every enemy Being, ignoring Protect effects. However, Beings with 4 or more Hope survive with at least 1 Hope remaining.
Q: Does this work well in non combo decks?
A: Absolutely. It's a great control verse, clearing aggro strategies and giving you an extra verse in hand.
Brave Leader
Brave Leader is a 3 Faith Child being from the Power Age with 0 Strength and 3 Hope, featuring a powerful end–of–turn draw effect: at the end of each turn it remains on the timeline, you draw a verse, fueling your hand and setting up future plays.
Strategic Use In Gameplay
Brave Leader excels in resource generation and is especially valuable in control and combo decks that rely on consistent access to Faith verses. It fits perfectly into Child tribal synergies, maintaining game flow while advancing your strategy. Its passive draw ability supports late-game stability and hand replenishment, allowing you to keep up pressure or prepare for big turns.
Synergies And Plays
Verse Generation: Draw a fresh verse each turn to maintain tempo and dig for key cards.
Child Synergy: Works beautifully in decks built around Child support, enabling additional triggers or buffs.
Combo/Control Setup: Keeps your hand stocked for larger plays or board answers, enabling smoother mid-to-late game execution.
Frequently Asked Questions
Q: When does the verse draw trigger?
A: It occurs at the end of your turn, provided Brave Leader is still on the board.
Q: Can I chain multiple turns?
A: Yes, as long as Brave Leader remains in play, you will draw one verse each turn.
Q: What decks benefit most from Brave Leader?
A: Decks focused on resource consistency, combo assembly, or control strategies that need steady access to Faith verses will find him invaluable.
Gog, Of Magog
Gog, Of Magog is a 4 Faith King being from the Power Age with 5 Strength and 3 Hope, and a unique Prophecy ability: when created, it gives Unclean to all other friendly beings. Unclean causes any enemy Being that damages them to be Exiled immediately. This transforms your entire board into a reactive threat that punishes interaction, enabling both aggressive and defensive lines of play.
Strategic Use In Gameplay
Gog, Of Magog thrives in King synergy and wide-board strategies, turning even your weakest beings into dangerous traps. By blanketing your board with Unclean, you create a powerful disincentive for opponents to engage your frontline, forcing awkward trades or passive turns. Combined with his solid stats, Gog is a strong midgame tempo swing or a finisher against decks that rely on multiple smaller Beings.
Synergies And Plays
Board-Wide Threat: Every friendly Being becomes a removal piece, creating trade nightmares for your opponent.
King Synergy: Slot this into King decks that aim to dominate board presence and tempo.
Control-Combo Pivot: Works well with defensive decks that want to stall while setting up, especially when backed by Protect or Darkness effects.
Frequently Asked Questions
Q: What exactly does Unclean do?
A: When a friendly Being with Unclean is damaged by an enemy Being, that enemy is Exiled after Hope loss is resolved.
Q: What happens if Gog is the only Being I have on the board?
A: Then nothing happens, his Prophecy gives Unclean only to other friendly Beings, so he won’t affect himself.
Q: Does Unclean stack or last forever?
A: Unclean can be applies once again to unclean beings, but it does nothing additional, nor adds any benefit.
Son Of Zadok
Son Of Zadok is a 4 Faith Priest being from the Power Age, featuring 2 Strength and 1 Hope, with a powerful Prophecy effect that grants Abundance to another friendly Being upon creation. Abundance allows that Being to Challenge twice in a turn, making this card a crucial enabler for aggressive strategies, tempo swings, and synergy-based board plays.
Strategic Use In Gameplay
This card excels in midrange decks that are looking to convert board presence into burst damage. While its own stats are modest, the value comes from its effect, allowing you to immediately double-challenge with a key Being, whether to clear enemy threats or push damage to the opponent. Played at the right moment, Priest Of Zadok can set up a surprise win or shift control of the storyline through efficient challenges. This makes it a highly strategic tool that rewards timing and synergy with strong board pieces.
Synergies And Plays
Abundance Setup: Play Son Of Zadok when you have a high-Strength or high-stat Being already on the board to capitalize on the double Challenge.
Priest Synergy: Fits seamlessly into Priest archetypes that value ability chaining and supportive creation effects.
Offensive Pressure: Use in midrange and aggro decks that want to gain tempo advantages without overcommitting resources.
Frequently Asked Questions
Q: Can I target Son Of Zadok with its own Prophecy?
A: No. The ability specifies “another target friendly Being,” so Son Of Zadok cannot target himself.
Q: What if I have no other friendly Beings on the board?
A: Then the Prophecy has no valid target and does nothing. Try to play him when you have a Being ready to benefit from Abundance.
Q: Does the Abundance granted last permanently?
A: Yes. Once given, that Being can Challenge twice each turn for the remainder of its time on the board.
Imprisoned Dragon
Imprisoned Dragon is a 5 Faith Dragon being from the Power Age, featuring a massive 8 Hope and no Strength. Its ability, Pray +2 damage, passively increases the damage dealt by all your Events by 2. Despite lacking offensive power on its own, it is a formidable engine in decks built around damage-based control or combo strategies, and its high Hope makes it a challenging obstacle to remove.
Strategic Use In Gameplay
This card thrives in Pray-heavy or damage dealt style decks that leverage event damage sources to control the board or push for lethal. Its high Hope value means it can absorb Challenges and effects, protecting more delicate synergies behind it. It’s best utilized as a scaling damage amplifier, making every small Event or ability significantly more threatening, especially when paired with multiple damage-dealing tools. Though it doesn’t attack directly, it alters the battlefield fundamentally by empowering your deck’s true weapons.
Synergies And Plays
Pray Synergy: Combine with Pray-based Events to increase damage output exponentially.
Dragon Archetype: Fits naturally into Dragon decks that emphasize powerful, high-cost beings and long-term control tools.
Combo Setup: Enables lethal turns when paired with multi-target damage Events.
Frequently Asked Questions
Q: Does Imprisoned Dragon’s Pray +2 affect all damage from Events?
A: Yes. It increases the damage of events making them far more potent.
Q: Can I use multiple Imprisoned Dragons for stacking damage bonuses?
A: Absolutely. Each Imprisoned Dragon adds +2, so having two would add +4, and so on, creating potential devastating blowout turns.
Q: Does its 0 Strength make it useless?
A: Not at all. Its 8 Hope makes it an incredible sponge for absorbing enemy Challenges and distractions, buying you time to set up or execute your combos.
Great White Throne
Great White Throne is a 5 Faith Event from the Power Age that functions as one of the most devastating board wipes in all of Bible TCG. Its triple-layered effect Humbles all beings, Exiles all beings, and then Removes all exiled verses, a complete board and verse-clearing reset. The initial Humble removes all abilities, ensuring even Resurrect, Darkness, or Anointing can't interfere with the cleanup.
Strategic Use In Gameplay
This card shines brightest when used to dismantle an opponent’s fully developed board, especially when it's loaded with synergistic or resilient beings. The Humble effect strips away all abilities, ensuring that even beings with Protect or Resurrect can’t evade the coming Exile. And unlike typical removal tools, it goes further by Removing all exiled verses, denying decks that rely on graveyard recursion or Exile zone synergy. Great White Throne is a hard reset in a single card, delivering both tempo swing and long-term denial.
Synergies And Plays
Control Finisher: Turn the tide in grindy games, eliminating every threat and preparing the board for a comeback or win condition.
Combo Setup: Clear the board before executing your own power combo, such as deploying a high-impact being or combination.
Anti-Recursion: Perfectly tailored to punish decks that rely on Resurrect, Forsake, or exiled verse triggers, as it wipes the Exile zone clean.
Frequently Asked Questions
Q: Why does Great White Throne Humble beings first?
A: The Humble effect disables all abilities, ensuring that any effects like Resurrect or Darkness don’t interfere with the Exile and Remove steps. It’s crucial for securing a full board wipe.
Q: What happens to beings that have Protect or Darkness?
A: They still get removed. Humble first strips Protect and Darkness, leaving the beings vulnerable to Exile and subsequent Removal.
Q: Is it worth playing if I have beings on the board too?
A: Often yes. In many control or combo setups, wiping the board, even your own side, creates long-term value by ensuring the opponent has no resources to recover with. It's a powerful reset button.
Right Hand Sheep
Right Hand Sheep is a 6 Faith Event from the Power Age that delivers a powerful dual impact across both sides of the board. It deals 2 damage to all enemy beings while simultaneously granting all friendly beings +2 strength for the turn. This creates a unique blend of board control and aggression, enabling this card to both clear enemy threats and empower a decisive strike.
Strategic Use In Gameplay
This card thrives in tempo-heavy and aggressive strategies. When the opponent's board is full of low-hope beings, the 2 damage can clear them outright, while the +2 strength allows your entire team to trade up or target the opponent. It’s also a great answer against swarm decks, and in midrange matchups, it helps break stalemates. With the right setup, it functions as a mass buff, a sweeper, and a game-ending swing, especially in midrange and aggressive builds that aim to overwhelm the opponent in one turn.
Synergies And Plays
Board Clear and Buff Combo: The 2 damage can remove 1-2 hope enemy beings, clearing blockers before your powered-up board goes in for massive damage.
Midrange Finisher: When you've established a modest board presence, this becomes a surprise finisher, potentially delivering lethal in a single, explosive turn.
Clearing Blockers: By dealing 2 damage to all enemy beings, this card can weaken or eliminate Protect or high-priority blockers, making it easier for your strengthened beings to Challenge the opponent directly and swing the game in your favor.
Frequently Asked Questions
Q: Does the +2 strength apply before or after enemy beings are damaged?
A: The two effects happen sequentially: first, all enemy beings take 2 damage, then your friendly beings receive +2 strength for the turn.
Q: What happens if I have no friendly beings?
A: The card still damages all enemy beings, functioning as a basic area-of-effect damage even without board presence on your side.
Q: Can this make me win the game?
A: Absolutely. If your friendly beings are already developed, +2 strength across the board often allows you to push past defenses or secure the win with multiple Challenges.
Bride, Lamb's Wife
Bride, Lamb's Wife costs 6 Faith and is a 3 Strength, 8 Hope Bride Being from the Power Age. Its ability grants +2/+2 to all other friendly Beings continuously while it remains on the board, a potent aura that turns your entire board into a formidable force.
Strategic Use In Gameplay
This card is a game-changer for midrange and late-game strategies, offering an unstoppable board-wide stat boost that forces opponents to respond immediately or risk being overrun. With its high Hope of 8, Bride, Lamb's Wife is extremely resilient to direct removal, ensuring that your buffs stay active for multiple turns and significantly shifting board momentum.
Synergies And Plays
Aura Aggression: The +2 Strength boost empowers even your low-stat Beings to trade effectively or threaten faster damage, turning an ordinary board into a serious offensive force.
Midrange Power Spike: Ideal for decks that build toward a powerful board turn, drop her and watch your weaker Beings become threats instantly.
Continuous Pressure: With her 8 Hope, you can safely leave her on the board as an anchor while your buffed army advances toward victory.
Frequently Asked Questions
Q: Does the buff apply to new Beings played after she enters play?
A: Yes, any Beings that is on your storyline while Bride, Lamb's Wife is on board has the +2/+2 bonus.
Q: What happens if Bride is removed?
A: Once she leaves the storyline, the +2/+2 buff ends immediately, and your board reverts to their base stats.
Q: Which decks benefit most from her?
A: Midrange decks that aim to flood the board, tribal decks with many low-cost Beings, or any strategy seeking to maintain consistent, scalable pressure benefit greatly from Bride’s aura.
Jesus, Prince of Peace
Jesus, Prince of Peace costs 7 Faith and is a 5 Strength, 7 Hope Lord Being from the Power Age. He offers unmatched durability and offensive potential by combining Eternal during your turn, Abundance, and Anointing, granting him full immunity while active, the ability to challenge twice per turn, and protection from the first point of damage each turn.
Strategic Use In Gameplay
He serves as both a formidable offensive weapon and a great defender, able to engage enemy Beings twice per turn, ignore their first strike, and remain on the board unchallenged during your turn. His combination of Eternal, Abundance, and Anointing makes him virtually impossible to remove while active, demanding strong responses or removal outside your turn to deal with him.
Synergies And Plays
Unstoppable Trades: With anointing and abundance, he survives initial hits and strikes back, ideal for clearing blockers or pressuring enemy lines.
Dual-Wield Pressure: His ability to challenge twice in your turn allows multiple attacks or removal plays in a single turn.
Protected Anchor: Eternal on your turn ensures he's untouchable during your plays, letting you build around his presence confidently.
Frequently Asked Questions
Q: Can he be targeted or damaged during my turn?
A: No, Eternal makes him invulnerable to damage during your turn.
Q: What prevents him from dying after his double challenge?
A: Anointing shields him from the first damage, while Abundance allows him to challenge enemy beings twice and untouched by damaged because of Eternal.
Q: How should I build around him?
A: Use him as a primary threat in control and combo decks, ensuring board advantage each turn with his defensive and offensive synergy.
Blue Fish
Blue Fish is a 2 Strength, 2 Hope Fish from the Stars Age. It is a Token, which means you cannot play it from your hand, it only enters the board when created by another card, like Water of Life.
Strategic Use In Gameplay
Blue Fish is a simple and solid Fish token. Its decent stats help you in battle, and it works well with cards that care about Fish. Since it’s not a card you put in your deck, it only shows up when a verse makes it.
Synergies And Plays
Fish Tribe: Cards that boost Fish will help Blue Fish get stronger.
Token Creation: Some verses make Tokens like Blue Fish to help you control the board.
Early Game Help: With 2 Strength and 2 Hope, Blue Fish is useful right when it shows up.
Frequently Asked Questions
Q: Can I put Blue Fish in my deck?
A: No. It’s a Token, so it can only appear when another verse creates it.
Q: What creates Blue Fish?
A: Verses like Water of Life can create Blue Fish during a game.
Q: Is Blue Fish a real card?
A: Yes, it’s a real card but you don’t draw it, nor is it in your deck. It enters the game through another card's effect.
Deceived Woman
Deceived Woman is a 1 Strength, 1 Hope Woman from the Alpha Age. It is a Token, which means it is not placed in your deck or hand, you only see it in play when a specific verse creates it, such as Deceptive Serpent or Adam, One Flesh.
Strategic Use In Gameplay
Though simple in stats, Deceived Woman plays an important role when created through specific card effects. As a Woman token, it supports tribal synergies and adds board presence when you're building up or triggering effects tied to creation or interaction.
Synergies And Plays
Woman Tribe Synergy: Enables cards and combos that benefit from having Woman beings on the board.
Combo Creation: Created automatically through the effects of Deceptive Serpent or Adam, One Flesh, allowing for triggered abilities or board extension.
Early Board Support: With 1 Strength and 1 Hope, it's a small but immediate presence to block or trade.
Frequently Asked Questions
Q: Can I include Deceived Woman in my deck?
A: No. Deceived Woman is a Token, and Tokens are only brought into the game by other card effects.
Q: How do I create this Token during a game?
A: It is created by verses like Deceptive Serpent and Adam, One Flesh when their abilities are used.
Q: Does this token count for Woman-related synergies?
A: Yes. Once it's on the board, it counts fully as a Woman for all effects that check for that trait.
Mother's Child
Mother's Child is a 1 Strength, 1 Hope Child Token from the Alpha Age. It is a Token, which means it cannot be included in your deck and only appears during gameplay through specific effects like Eve, Mother Of All.
Strategic Use In Gameplay
While small in stats, Mother's Child tokens are a valuable resource for Child tribal decks and synergistic interactions. They provide free board presence, can absorb early challenges, and help fuel abilities that care about creation or tribe types. Because they’re generated at no cost, they’re efficient for both early game plays and combo setups.
Synergies And Plays
Free Generation: Brought into play by cards like Eve, Mother Of All, giving you board presence without spending Faith.
Child Tribe Synergy: Triggers abilities and effects that require or benefit from Child beings.
Early Game Utility: A small but useful body for stalling, trading, or advancing your own effects.
Frequently Asked Questions
Q: Can I include Mother's Child in my deck?
A: No. Mother's Child is a Token and must be created through other card effects.
Q: How do I bring this token into play?
A: Play a card like Eve, Mother Of All, which includes an effect that creates the Mother's Child token when activated.
Q: Do tokens work with tribal effects?
A: Yes. Even though it’s a token, it fully counts as a Child and works with any effect that interacts with that tribe.
Baby Beast
Baby Beast is a 2 Strength, 2 Hope Beast Token from the Alpha Age. As a Token, it cannot be included in your deck and is created on the battlefield through effects from cards like Wild Unicorn.
Strategic Use In Gameplay
Being a token, Baby Beast offers free board presence without any cost, making it perfect for Beast tribal strategies. Its solid stats allow it to contest early challenges, act as fodder, or trigger tribal synergies. Since tokens cannot be drawn or played directly, they rely entirely on their generating cards, but once on the board, they function just like regular Beast.
Synergies And Plays
Free Generation: Created by cards like “Wild Unicorn,” giving you board presence without spending faith.
Beast Tribe Support: Counts for effects that benefit from having Beasts in play.
Early Board Influence: A 2/2 body helps contest early aggression, trades with smaller beings, or sets up future plays.
Frequently Asked Questions
Q: Can I add Baby Beast directly to my deck?
A: No. As a Token, Baby Beast can only be created by other cards; it’s not a deck inclusion.
Q: Does Baby Beast trigger Beast tribal effects?
A: Yes. Once on board, it functions as a Beast and interacts with any card that cares about that tribe.
Q: What happens if Baby Beast is exiled or destroyed?
A: It goes to the Exile pile like any token. Some cards can interact with exiled tokens.
Renown Soldier
Renown Soldier is a 2 Strength, 2 Hope Soldier Token from the Alpha Age, carrying the Protect keyword. This means it must be Challenged first before any other targets can be chosen for interaction. As a Token, it cannot be added to your deck and only enters play through the effects of other cards like Fallen Angel.
Strategic Use In Gameplay
Renown Soldier provides immediate defensive presence and board resilience, ideal for slowing aggressive decks or supporting control strategies. Protect makes it an invaluable shield for more fragile or vital Beings. Since this is a Token, it’s costless once summoned, acting as a free tactical piece in your broader board setup.
Synergies And Plays
Protect Synergy: Absorbs the first incoming Challenge, forcing your opponent to deal with it before touching your backline or key Beings.
Fallen Angel Created: Created automatically by Fallen Angel, letting you generate defense without spending more Faith.
Soldier Tribe Synergy: Benefits from Soldier support cards and boosts, making even Tokens impactful in tribal decks.
Frequently Asked Questions
Q: Can I add Renown Soldier to my deck?
A: No. Renown Soldier is a Token and must be created by other cards during play.
Q: Does Protect last forever?
A: Yes. Protect remains until the Token is removed, requiring your opponent to Challenge it first whenever possible.
Q: Can I create multiple Renown Soldiers at once?
A: Only if you have multiple Fallen Angels, each creating one at the end of your turn.
Afflicted Man
Afflicted Man is a 1 Strength, 1 Hope Man Token from the Hebrew Age. As a Token, it cannot be included in your deck list, it only enters the storyline through the effects of other cards that generate it during gameplay, by cards like Abram, Bad Dream.
Strategic Use In Gameplay
Tokens like Afflicted Man offer free board presence, making them ideal for triggering synergies without costing Faith. While modest in strength, as a Man, it interacts well with tribal support and can pressure opponents or block early aggression, functioning as a flexible utility piece in both offensive and defensive setups.
Synergies And Plays
Tribal Utility: Triggers Man-based buffs, combos, or synergy effects without dedicated Faith investment.
Early Board Presence: Helps control the board early, enabling traders or blockers while preserving resources.
Combo Triggers: Can be buffed by events, abilities, or other beings.
Frequently Asked Questions
Q: Can I include Afflicted Man in my deck?
A: No. Afflicted Man is a Token and must be created in play through abilities of other cards.
Q: Does it stick around after Exile?
A: No. Like all Beings, if the token is exiled or leaves play, it’s gone and cannot be returned.
Q: Does it count as a Man for tribal effects?
A: Yes. Even as a token, Afflicted Man is considered a Man Being and can benefit from or trigger relevant tribal synergies.
David's Cattle
David's Cattle is a 1 Strength, 1 Hope Cattle Token from the Israel Age. As a Token, it cannot be added to a player’s deck and is only brought into play through specific card effects, most notably from David, God’s Heart, and Flock Sheep, which generate this Token during gameplay.
Strategic Use In Gameplay
Token cards like David’s Cattle offer costless utility by providing extra Beings without requiring Faith. This particular Cattle Token may seem small, but it creates strong opportunities for board development, enabling swarm strategies and acting as a sacrificial or synergistic piece in Cattle-based decks. With support, it can turn into a surprising tempo tool or defense buffer.
Synergies And Plays
Cattle Synergy: Benefits from Cattle-based abilities or passive buffs, amplifying its usefulness in themed decks.
Free Board Presence: As a token, it’s generated for free and adds body count for board control or combo triggers.
Sacrificial Value: Can be used for effects that exile, transform, or require low-value Beings to trigger abilities without sacrificing stronger cards.
Frequently Asked Questions
Q: Can I include David’s Cattle in my deck?
A: No. David’s Cattle is a Token that can only be created through other cards’ effects like David, God’s Heart or Flock Sheep.
Q: What happens when David’s Cattle is exiled?
A: A Token that leaves play and goes into the exile pile like any other being.
Q: Does this count as Cattle for synergy cards?
A: Yes. David’s Cattle is a Cattle Tribe Being, so it counts for tribal interactions or effects that require or enhance Cattle Beings.
Roman Soldier
Roman Soldier is a 2 Strength, 2 Hope Soldier Token from the Gospel Age. As a Token, it is not a standard card you can include in your deck. Instead, it enters play automatically through specific card effects, particularly created by Crucifixion Centurion.
Strategic Use In Gameplay
Token cards like Roman Soldier provide immediate presence on the board. These Soldier Tokens are valuable as mid-strength units that support Soldier tribe synergies, contribute to trades, and act as buffers for your more important cards. Since they are produced by other card effects, they serve as efficient resource extensions in tempo or midrange decks.
Synergies And Plays
Soldier Synergy: Can be empowered by Soldier-boosting effects, making them stronger in tribal strategies.
Efficient Trade Value: With 2 Strength and 2 Hope, they can neutralize other small Beings or help absorb damage.
Created Token: Enables additional value from cards that generate these Tokens.
Frequently Asked Questions
Q: Can I include Roman Soldier in my deck?
A: No. Roman Soldier is a Token and cannot be added to your deck. It is generated by other card effects like Crucifixion Centurion.
Q: What happens to Roman Soldier when it leaves play?
A: Like all Tokens, when Roman Soldier is exiled, into the exile pile like any other being.
Q: Does Roman Soldier count as a Soldier for tribal effects?
A: Yes. Roman Soldier is part of the Soldier Tribe, so it fully benefits from any Soldier-specific buffs or interactions.
Grateful Man
Grateful Man is a 1 Strength, 1 Hope Man Token from the Power Age, and it comes with Protect, meaning it must be Challenged first before other targets. As a Token, this card is not playable from your deck, but is instead generated automatically by cards such as Guarding Jerusalem.
Strategic Use In Gameplay
Tokens like Grateful Man create instant battlefield presence without costing any additional Faith. Despite low stats, the Protect keyword gives them high value, as they force the opponent to deal with them before attacking or targeting more important cards. In many decks, especially midrange or defensive builds, these Tokens serve as bodyguards or tempo holders, allowing you to stabilize and set up stronger plays.
Synergies And Plays
Protect Utility: Forces opponents to spend valuable turns removing them before accessing your other Beings.
Guarding Jerusalem: The Event card generates three Grateful Men, multiplying your defensive setup quickly.
Man Tribe Synergy: Can be affected by any card effects that target or benefit from the Man tribe.
Frequently Asked Questions
Q: Can I include Grateful Man in my deck?
A: No. Grateful Man is a Token and can only appear on the field through card effects like Guarding Jerusalem.
Q: Does Protect make Grateful Man stronger?
A: Yes. While its stats are low, Protect forces it to be Challenged first, making it a shield for your more valuable Beings.
Q: Can I create more than one Grateful Man at a time?
A: Yes. Guarding Jerusalem creates three Grateful Man Tokens when played, giving you a powerful defensive wall instantly.
Returning Bride
Returning Bride is a 4 Strength, 4 Hope Bride Token from the Power Age, and it features Protect, meaning it must be Challenged first before your opponent can interact with your other Beings. As a Token, this card is not drawn or played directly from your deck, it is created automatically by cards like Final Peace, which transforms another friendly Being into this Token.
Strategic Use In Gameplay
Tokens like Returning Bride are powerful support tools that gain full value the moment they appear. This Token doesn’t just offer midrange stats but also provides defensive coverage through Protect. Created as a replacement transformation, it turns a smaller or weaker Being into a serious presence that opponents must prioritize dealing with. Combined with its Bride Type, it can gain extra benefit from synergies related to Bride or Power-themed decks.
Synergies And Plays
Transform Value: Final Peace changes a lesser Being into this Token, giving you an instant power spike on the board.
Protect Utility: Prevents opponents from targeting your more critical Beings until this Token is dealt with.
Bride Tribe Synergy: Enables stronger tribal interactions and support effects that target Bride Beings.
Frequently Asked Questions
Q: Can I play Returning Bride from my deck?
A: No. Armies Of The Lord is a Token, which means it can only enter play through effects like Final Peace.
Q: What happens to the original Being when it transforms?
A: It is removed from the board without triggering any Resurrect or exile-related effects. The Token simply takes its place.
Q: Why is Protect important on this Token?
A: Protect forces opponents to interact with this card first, shielding your more strategic Beings from damage or effects.
Conclusion
These were guides on playing all of the cards in the AlephTau Set. But don't think your journey's over, because it's just a matter of time when the next set of cards will enter the Bible Universe.
This will effectually double the amount of available cards to choose from, add brand new abilities to the game, and change every deck in the meta.
So just as the Bible is endless in its supplying of new realizations, it seemed fitting for the Bible game to also parallel it in that manner.
If you made it to the end of this guide, then thank you for taking the time to learn and play this game. I hope this guide helped you learn quickly and gave you everything you need to become an expert as well.
But most of all, I hope you keep playing, iterating, and sharing Bible TCG with others.
Let's get the world to play the Bible!
